Overlord II Review (Xbox 360)
Many actors have confirmed in past interviews that playing a bad guy in a movie or TV show is a lot of fun. You get to do all the things you wouldn’t normally do and get paid for it. While you might not get paid for playing Overlord II—though some of us are, so to speak (sorry)—you can get the same thrill of doing nasty things for fun and merriment. Oh, there’ll surely be some who’ll look down their noses or shun you (and Overlord II), but you just keep on fighting the bad fight. Someone has to…
From the moment you start up the game and are eased into the action as a grammar school-aged overlord-to-be (or a derisive “witch boy,” as he’s commonly called by other school kids and townsfolk—they just don’t understand) and see his glowing eyes and pointy pile of hair, you know that you’re in for a roller-coaster ride of humorous and gaming. It’s a rare combination in video games, and while Overlord II doesn’t have any side-buster laughs, it does at least put a smile on your face at times and occasionally will get you to snicker or snort.
Examples of this are when you cross paths with the plus-sized mermaids (with their…uh, second-floor balconies a bit too large for the awnings, if you get my drift), the many encounters with the rainbow-clad party of elves wanting to save all of the “fluffy” creatures and, yes, even the times you have to clear your path by taking out those same fluffy creatures—rabbit, seal and panda bears, the latter being definitely fluffy and especially life-threatening. I have a feeling Codemasters and developer Triumph Studio (and, by proxy, we) will be hearing from PETA on this one, the latest in its seemingly current mission to clean up video games (despite the lack of brutality and blood that comes with the various kreature-killing that gets done).
As I said in my review of the first Overlord, it’s was a game that did its best not to land in a single genre and it also was mostly a gameplay mix between “Gauntlet (though with a full 3-D presentation) that mixes in the wild concept of Nintendo’s innovative Pikmin.” That same description works for this sequel. If you enjoyed the caricatured characters of the initial game, you’ll probably like this one for more of the same. And I also criticized the original for “some weak spots in the design and execution” and that “the concept is there in spades; it’s the execution that doesn’t go the distance.” That’s one criticism that doesn’t quite match the premier Overlord, but there are still things that don’t work out as well as they should.
For instance, many 3-D games suffer at the hands of their camera, and Overlord II is a good example. There are times when you’ll be leading your pack of “Gremlins”-like minions (in appearance and in sound) through the world, when suddenly the camera will zoom in, because you’ve moved into a narrow passage or enclosed area. It’s more a cosmetic annoyance when that happens, but with control often being tightly connected to the camera, it’s more than cosmetic when you’re locked on a character in a battle, and the camera does a radical swing of closer to 180 degrees as it tries to stay locked, which can throw off the desired movement of your character.
It gets a little worse when you’re being pounded and can’t lock on the right adversary to stop the beating, because the locking system doesn’t always targets the closest one or doesn’t move the targeting to the enemy you want to switch to. Suffice it to say that it’s much better than the first game, which was very sloppy with a number of its aspects, but there are still glitches here—just not as many and not generally as severe.
But when it goes right, it’s a lot of fun. It’s very Diablo-like in its playability, in that it often throws a lot of opposition at you, but with a full complement of minions and a powerful weapon, you’ll usually cut through them nicely. When you lose some minions, there’s almost always a place to refill your supply just around the corner. If you’re low on health or mana, they may not be as close as minion dispensers, but there are plenty of transport gates that also boost your gauges when you get close to one. The puzzles aren’t incredibly intricate, and they don’t force you to go back and forth across the map for you to complete them. And, yes, there is a nice, detailed map provided, which enables you to see where objectives are located (with big exclamation-point icons) and to track the status of your various active quests.
There are also plenty of upgrades that were made in Overlord II from its predecessor. First, it looks like the basic game is just bigger than the first, with hours of action (expanded by a lot of cutscenes, though they can be as much fun as the gameplay…or skipped with the tap on the A Button). There’s more that you can do outside the main and side quests as well, such as resurrecting previously lost minions (for a cost, but with their at-death experience level intact, which enables you to bring back a more powerful batch of assistants, if you want to pay for it). Forging weapons and armor is certainly helpful when things get tougher, and you’ll be able to pop back and forth between areas to blast crates, barrels and casks for all of the various currency you need to make those purchases. Also, the multiplayer component has been boosted with four games—two “versus” and two “cooperative”—for those who are interested in getting busy outside the main questing portion of the game with or against a friend.
Sure, there are some glitches and foibles, but some of the best games (Grand Theft Auto, for instance) have a lot of those and still provide plenty of enjoyment. While Overlord II might not match up as evenly as GTA in the glitch-to-enjoyment ratio, it certainly does entertain during its closer-to-greatness gameplay. The key is that Codemasters and Triumph improved the gameplay experience, so hopefully they’ll nail down the loose ends by the time the next Overlord is ready to rule.


