Overfall is the first release from independent game developer Pera Games, and it’s not a bad start. A role-playing game with rogue elements featuring diplomacy and fun combat is something I can definitely sink some time into. It even has randomized world generation which adds additional variety to gameplay. If that doesn’t keep you busy then perhaps its story builder mode will give you an incentive to keep playing this expansive and, at times, atmospheric game. There’s a lot of content here that will keep gamers invested for a while but it isn’t without its faults.
Overfall has a huge world and there’s a lot to do but after playing it for a while I was more and more afraid to explore it. See, it has a non-linear style which is great, but there are times where you may end up in battles that are difficult to win and when you combine that with permadeath, you’re going to feel punished. Permadeath is normally a staple feature in the SRPG genre but with how open this game is, it can have you starting over more than you may be willing to. When you combine different features from genres on paper, it may sound interesting but developers need to evaluate how they work together to keep the quality on point. I like permadeath, and I love exploring but when I’m afraid of losing hours of progress because of ending up on an island with six enemies ready to go as soon as I arrive,there’s a problem. It can dampen the fun in exploration which is something I don’t think the developer intended on happening.
Overfall looks beautiful and average all at the same time. Confused? So was I. The landscapes and backgrounds of this game are beautiful, but the characters and animations look like something out of Clash of Clans. I have no issue with mobile or casual games but when two very different art styles are combined, it runs the risk of breaking the immersion that one of the styles worked so hard to build. It also just makes the other style look out of place and silly. I really wish that Pera Games would have considered toning down the backgrounds in the same style as the characters’ design – or vice versa. I don’t know if this was a financial consequence or a design choice, but it’s just jarring and it damages the immersion and tone.
The music of Overfall is truly beautiful. I fully intend on purchasing the soundtrack and playing it while driving or doing other things. It does a lot to build and support the world that the developer attempted to create. It’s just a shame that the graphical conflicts in the game detract from all that the soundtrack achieves. This is definitely a game that would benefit greatly from cranked volume or a good set of headphones. It reminded me of fantasy epics such as The Lord of the Rings.
The story of Overfall is interesting and while gameplay may be the main goal of this game it definitely gets the job done. I wish there was more depth to it like the the landscapes and epic music would suggest, but it gets the job done. Character interactions are very hit or miss. Some are fun and charming while others are cheesy and poorly written. Luckily, there is the option to provide feedback to the developer on many of these interactions and hopefully they will implement updates that address any feedback they receive.
Permadeath doesn’t feel that meaningful here and mostly serves to just cause frustration. I never really found myself invested in the characters or my surroundings. I hated dying in this game because that’d usually cause me to just get up and walk away. It was that or start the entire game over. It didn’t pull my heart strings or make me care. It just felt like it was thrown in because they felt the feature had to be included due to Overfall’s genre. I don’t like that and I don’t like experiencing Overfall’s mandatory intro sequence six times every two days either.
There’s a lot of content here and I think people will have a lot of fun with all that Overfall has to offer. It’s just a shame that it’s such a mixed bag but what is done right is done very well. I especially enjoyed the Story Builder mode and think that despite the developer’s shortcomings, there will be a lot of great content produced for Steam Workshop. I am looking forward to checking Steam Workshop every few weeks to play content that is being produced by the community. The planned ports in the future for consoles, mobile, and Vita sound interesting too. I would consider buying a mobile or Vita version if Cross-Save support is a planned feature. I could not find anything on their website about that feature, but it would definitely be a great way of keeping players invested and connected to their world.
Overfall is a lot of fun sometimes, but the flaws that are present stare you right in the face while you’re experiencing the good offerings it has. I’m looking forward to seeing this game grow in Early Access, and I hope they address a lot of the concerns I have with it. Many of my concerns, however. are not fixable at this point in time, but I’ll just have to find enjoyment in the other aspects. I do look forward to the next release from Pera Games though; just like this game, they certainly have a lot of potential.
A PC code of Overfall was provided by Pera Games for the purpose of this preview.