Overfall: Tactically Brilliant?
At its core, Overfall from Developers Pera Games is a turn
based strategy game and then it’s not. Currently in Early Access on Steam Overfall
is an artistic and beautifully crafted game.
As stated, it is a turn based tactical combat game but as
with most games in this genre there is something to fill the void between
combat instances. Overfall delivers this in the form of exploration of the open
sea with 100+ locations. Diplomacy is also a major contributing factor to how
your game will turn out with at least 8 different races to interact with as you
wish. A strong overarching RPG element helps to craft your individual decisions
in game, fight or flight is a real element here. Last but by far from the least
is the combat element which needed to be strong in order to compliment such a repertoire
of collective ideas that bundle this all together in to a compelling title.
To put the plot simply you must take control of two heroes on
a journey across the high seas in search of their missing king. This may seem
like a simple setting but the plot is one conceived from the decisions made by
the player. With each hero wielding their own characteristics and thoughts each
situation of diplomacy that arises can have multiple outcomes given which
avenue you as the player decide to take. Primarily there is an aggressive and
passive choice but not always is everything clear cut so as to not be
predictable. Even choices that are made with good intentions can result in
spontaneous battles due to upsetting a rivalling race, so when considering decisions, global location needs to be considered.
Speaking of global location, Overfall is carved up into bite
pieces in the form of little islands on a map that is navigated by the player
in a viking-esque vessel. Each individual island will give you a brief
description of its terrain and inhabitants to help aid in the decision whether
to stop or keep moving on to a more desired location. Each island normally
consists of two parts, initial interaction with the inhabitants, then either a
peaceful outcome or that of aggression. A majority of the time it was only ever
one interaction before returning back to the open seas to do it all again.
Interactions are not only exclusive to island visits but can also be initiated
when bumping into another vessel in the ocean, be it pirates, merchants or a
vessel of exploration, your actions are that the same as any interaction on an
island.
In Overfall perma-death is a thing. This isn't a foreign concept
anymore but something a game needs to do well in order to entice the player to
keep restarting. This is achieved with some things becoming permanently
unlocked like abilities and companions. This gives the ability to be able to
push further and eventually aiding in the correct decisions to be made in the
early steps of the game in order to overcome the more difficult situations that
you have previously succumb to, enabling greater achievement and progression. I
just mentioned companions; you can acquire and equip a maximum of two additional
playable characters in order to help you on your quest. Different decisions
that are made through progression will gain you favour within certain races and
therefore unlock the ability to lure certain character types to your party to
complement your overall play style. I believe there to be 36 obtainable
companions from different races and all with individual characteristics and
classes.
In the battle phase there are three main phases, firstly
movement which differs between classes and active abilities, then the second
phase is to initiate one of the three available abilities that range from adding
buffs and or removing debuffs and then finally the attacking phase. Any and all
phases at any stage can be skipped which introduces the truly tactical aspect
of this game, all things need to be considered with each skill and ability
having a set cooldown timer in the form of turns. There are so many symbols in
this game that each represent a buff or debuff, trying to get your head around these
at times seem very daunting but there usually is a quick guide to help
understand when the mouse is hovered over the said symbol. With a better knowledge of
what everything does and what the direct result of each buff does really helps
in the understanding of what to do next. Another little detail that I did like, Overfall
breaks up the traditional square grid battle ground with a honeycomb looking
hexagon grid.
With approximately 17 hours logged in this game I still feel I am only scratching the surface of what is to be offered and that is a good feeling because it really speaks for its replay-ability. I have thoroughly enjoyed it to date and feel very comfortable recommending it people with genre experience although it is not hard to pick up and play but for maximum enjoyment some tactical turn based and RPG savvy would be highly recommended. I would love your feedback below in the comment section or alternatively across at our Facebook. Given this is an early access title I look forward to seeing it at its greatest potential.
Cheers Red