Hot on the heels of Deedlit In Wonder Labyrinth, comes a Metroidvania tie-in of the novel/anime/manga Overlord, in which you don't play the titular Overlod, but a secondary character who got bumped off during the first anime season.
It's quite the choice, considering there will be a fourth season coming soon, and considering how popular the original work is, the choice of doing the bare minimum is even more puzzling.
First, there's no voice acting, if not for a few one-liners when activating some abilties, which are probably taken from the anime series. One of the collectibles are Lost Memories, and each one unlocks a still from the anime. The spritework is decent but inferior to many other games in the genre, from Deedlit, to Elder Lilies, and even Lost Ruins...and those are games made by small developers, while this one bears the name of a very well known franchise and has Kadokawa as a publisher.
The game is not free of hiccups: on Switch, during the first hour of play I witnessed controls freezing for a second a couple of times, switching between handheld and docked locks the game up for a couple of seconds, in one area the framerate suddenly dropped, and the game even crashed once. Not the best impression, really.
As for the game...well, the base system is Symphony Of The Night with traversal abilties very similar to Metroid. You have two basic weapons you can't unequip, a stiletto and a morning star, and you can switch the stiletto for one of the many secondary weapons you find around (lances, swords, rapiers, hammers). So far I've unlocked one magic source, fire, and judging by the interface, there are three in total. Equipping a magic source makes you invulnerable to damage of that kind, and you can activate the magic source to fire ranged attacks of the corresponding time for a short while.
You get all the typical traversal options for this kind of game: morph ball, grapple beam, wall jump, varia suit...I'm using Metroid names but that's exactly what they are.
The control layout could have been better, ZR is used to dash and grab onto things, so if you are running and you pass over a chain you can climb on, you'll latch onto the chain. I really wish for the dash to be mapped to double-tapping the d-pad, or even just keep the dash always on, and I've never stopped holding down the button.
Combat is very basic and disappointingly easy, at least in normal mode. You basic stiletto has a short reach but it's fast and you get a ton of upgrade tokens (mana, in this case) and within the first hour it'll be already at max power. The game hints that different kinds of weapon are more effective against certain types of enemies (strike for skeletons, thrust for slimes), but every normal enemy seems to die in two hits of your baisc weapon, and so far I've only switched to secondary weapons for boss fights.
Even mid bosses or larger enemies aren't a problem: activate magic and spam the attack button while sitting on the other side of the room and everything dies.
Boss patterns are very basic and a lot are immune to magic, forcing you to use physical weapons, but considering how many health and defence upgrades during the first two hours, you can almost sit in front of them hammering the attack button no matter what they throw at you.
Not that great of an effort, Escape From Nazarick.
It's quite the choice, considering there will be a fourth season coming soon, and considering how popular the original work is, the choice of doing the bare minimum is even more puzzling.
First, there's no voice acting, if not for a few one-liners when activating some abilties, which are probably taken from the anime series. One of the collectibles are Lost Memories, and each one unlocks a still from the anime. The spritework is decent but inferior to many other games in the genre, from Deedlit, to Elder Lilies, and even Lost Ruins...and those are games made by small developers, while this one bears the name of a very well known franchise and has Kadokawa as a publisher.
The game is not free of hiccups: on Switch, during the first hour of play I witnessed controls freezing for a second a couple of times, switching between handheld and docked locks the game up for a couple of seconds, in one area the framerate suddenly dropped, and the game even crashed once. Not the best impression, really.
As for the game...well, the base system is Symphony Of The Night with traversal abilties very similar to Metroid. You have two basic weapons you can't unequip, a stiletto and a morning star, and you can switch the stiletto for one of the many secondary weapons you find around (lances, swords, rapiers, hammers). So far I've unlocked one magic source, fire, and judging by the interface, there are three in total. Equipping a magic source makes you invulnerable to damage of that kind, and you can activate the magic source to fire ranged attacks of the corresponding time for a short while.
You get all the typical traversal options for this kind of game: morph ball, grapple beam, wall jump, varia suit...I'm using Metroid names but that's exactly what they are.
The control layout could have been better, ZR is used to dash and grab onto things, so if you are running and you pass over a chain you can climb on, you'll latch onto the chain. I really wish for the dash to be mapped to double-tapping the d-pad, or even just keep the dash always on, and I've never stopped holding down the button.
Combat is very basic and disappointingly easy, at least in normal mode. You basic stiletto has a short reach but it's fast and you get a ton of upgrade tokens (mana, in this case) and within the first hour it'll be already at max power. The game hints that different kinds of weapon are more effective against certain types of enemies (strike for skeletons, thrust for slimes), but every normal enemy seems to die in two hits of your baisc weapon, and so far I've only switched to secondary weapons for boss fights.
Even mid bosses or larger enemies aren't a problem: activate magic and spam the attack button while sitting on the other side of the room and everything dies.
Boss patterns are very basic and a lot are immune to magic, forcing you to use physical weapons, but considering how many health and defence upgrades during the first two hours, you can almost sit in front of them hammering the attack button no matter what they throw at you.
Not that great of an effort, Escape From Nazarick.
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