hello friend
Arcane
Combat looks tight tho
Lugaru or whatever it's called was p fun
Lugaru or whatever it's called was p fun
9 years for a 2 hour story campaign lol
The physics are fun also. This game is a great game to mod. However the story is nonexistant. I beat the campaign in one hour and every time a character was mentioned i was like "who was that again?
You're gonna get one-shot by wolves, stunlocked by enemies with weapons, screwed over by the cutscenes ending with your camera facing the wrong direction and your enemy already bearing down on you, all in gigantic maps with nothing in them.
Overgrowth doesn’t feel ready to leave Early Access
Fraser Brown on October 19th, 2017 at 9:00 pm.
The most satisfying moments in Overgrowth [official site] take place in mid-air. Rabbits are typically good at jumping, but they’ve got nothing on their anthropomorphic cousin, Turner, the martial arts master and hero of this critter-bashing romp. His leaping ability borders on the power of flight. During those seconds, suspended in the skies above the game’s largely empty battlefields, it feels like anything’s possible. Invariably the landing disappoints. Sometimes fatally. That’s Overgrowth: lots of potential, rarely reached.
Turner’s arrived in a new land, ready to have a nice, relaxing life. But no! There are slavers he has to kill. And that’s about it for the threadbare narrative. It’s little more than an excuse to get into a series of fights, peppered with platforming sections, and it’s basically the same story as in Overgrowth predecessor Lugaru – a remake of which is included here – but without the personal stakes.
Overgrowth’s been cooking away for nine years, and I cannot figure out why it’s suddenly out now. It certainly doesn’t seem finished. Every single element, from the environments to the story, feels like it’s missing something. In some cases, it’s just unpolished, but the overall impression is that this is a game that’s still very much in beta.
The ‘Thick fog’ level is a pretty effective showcase for where the game’s really at. The level is huge, and full of gentle hills and wildflowers; blandly idyllic. But it’s also a spooky forest, complete with gnarled, dead trees and eerie, swampy fog. It’s like two or three different maps layered on top of one another, with no real identity or consistency.
When Turner enters the level, he realises he’s a bit lost. There are no real objectives in the game outside of what you catch in the brief bits of dialogue, and here the implication is pretty clear: find the right way out of this pleasant field of flowers/haunted forest. The scale of most of the maps implies that exploration is a good idea. It never, ever is. It’s maybe the worst thing you can do, leading to wasted journeys and getting stuck in parts of the map that are entirely open to you, but are far from ready for visitation. And this is how I ended up walking across the bed of a lake without dying, even though water is fatal in the rest of the game, before slamming into an invisible wall that spun me around.
I spent at least half an hour exploring this weird location, finding nothing but big, empty, unfinished spaces. Eventually I gave up, restarting the level. It turns out that all I actually needed to do was walk straight ahead for 30 seconds, encounter some aggressive rats, and then kill them, completing the level. There’s no indication that this is the case, however, and nothing suggesting that going in any other direction is pointless.
Most levels are laden with similar issues. Every single map could be a tenth of the size, and nothing would be lost, and nobody would end up wasting their time. It seems like a fundamental misunderstanding about how players act when faced with large, open areas. Ultimately, this is a game mostly made up of arena-style brawls, but that’s not remotely reflected by any of the level design.
Overgrowth is terrible at communicating things, generally. You’ll be wondering plenty, like if you’re going to be able to hit a target with your knife, or why you can die by jumping sometimes, but just as often be completely fine, but the game’s not forthcoming. Not only does it withhold pretty much every piece of information that you might want to know, it’s almost willfully inconsistent, meaning that anything learned might be rendered useless.
The largest source of my confusion is undoubtedly the damage system, which I continue to know nothing about. Wolves are the game’s toughest enemies, so I’ve had plenty of opportunities to die over and over again at their claws. All of those deaths have taught me one thing; that there is no clear logic. In one fight, a wolf managed to kill me with two kicks. In another attempt – same wolf, same conditions – he kicked me twice, but then he had to take another swipe before killing me. After that, he killed me in a single kick, which also saw me launch into the air and fly over the edge of a cliff.
This lack of consistency works both ways. I might take a rat out with a single kick, but then have to beat the crap out of his otherwise identical buddy before he goes down. When the rules aren’t clear, it makes winning or losing meaningless. The rest of the game is similarly inconsistent, but it’s most disappointing in combat because fighting is one of the few parts of Overgrowth that’s otherwise enjoyable.
Battles are blisteringly fast, and often a bit absurd thanks to the over-the-top physics engine that calls to mind a slightly more sedate Goat Simulator. On the surface, brawling seems like a simple affair. Hold down the left mouse button to attack, hold down the right to block, or press it to grab an enemy and disarm them, while shift makes Turner roll. Pretty straightforward. Doing this while trying to manage multiple enemies, some of whom might be wielding one-hit-kill weapons, is where the challenge lies.
Fights are all high-risk affairs, too, and Turner can’t take much of a beating. Unfortunately, there’s not much impetus for trying to wrap your head around the system in any meaningful way because the optimal choice is almost always to leap into the air, press the attack button, and watch as your foes fall before you. Sometimes they’ll try to throw weapons at you, but not all that often. The only thing stopping these flying kicks from letting you win almost every battle is that there’s no aiming, no lock-on, and no real way to know if you’re going to actually hit something until it’s too late. For all its issues, however, combat is light years ahead of the platforming.
Overgrowth is too floaty and imprecise to make for a competent platformer, yet platforming makes up almost half of the game. I never found it to be anything less than a miserable experience, despite the fact that jumping feels great on its own. Even if the controls were fine-tuned, it’s dull. You’re just jumping from one rock or ledge to the next, with the occasional bit of janky wall-running that only works half the time. There aren’t any obstacles or challenges aside from trying not to overshoot the leap. The only time it’s memorable is when something infuriating happens, like the two times I made a successful jump only for the game to decide I fell to my death. You died, the game told me, while Turner stood safely where he landed.
So yes, Overgrowth is also a bit buggy. I’ve fought enemies who seemed to be standing on invisible rocks, I’ve become stuck in the terrain while platforming, and whether due to a graphical glitch or something else, every wound and stream of blood looks like it’s been created in MS Paint. Performance issues crop up from time to time as well, mostly with the frame rate dropping for no obvious reason. The game looks like it was made a decade ago, which is more or less when development began, so I’m not sure why any modern setups should struggle. It also doesn’t fully support controllers, which can’t navigate menus.
Overgrowth feels like a mod created for a wacky physics sandbox where all the openness and experimentation has been pushed to the side, and everything else has been twisted around a forgettable, barely present story and a series of brief and ugly levels. I’m just glad that, at around two to three hours long, it’s incredibly short.
Overgrowth is out now on Steam and the Humble Store for £22.99/$29.99/€27.99, but there’s also a 30% launch discount that will continue until October 23.
Game finally ships. after 10 years. Arena unfinished, Single Player a massive disappointment Instead of..Idk finishing the arena? polishing the campagin. Lets pull a bethesda and let the community go back through and finish the game for us cause we're too lazy to put in some work and actually finish the fucking thing. Yes let the community make all the actual content for you game because the sheer non-existent storm of mods clearly proves that people care enough about this game to bother making content for it FOR YOU
There are some mods that replace the main char with Overwatch characters i think...Can I play as 'umies yet?
- Made AI roll away from jump kicks
The 1.3 update for Overgrowth is now available. This will be the final update of Overgrowth for now, and we will be pausing development on the game.
Be sure to watch it in HD!
In this update, we added better controller support, and support for language mods.
Controllers now work in menus, and can be rebound inside the game instead of having to hand edit the config file. You can also rebind controls for each of the players, when using the local multiplayer or split screen support.
To show off the new language localization support, we've added a mod that uses Google Translate to add support for a few different languages.
We've also made many bug fixes, some performance optimizations, and a bunch of improvements to the editor and to mod scripting.
We added a lot of modding features to hotspots, which should allow modders to make modding tools that are much easier to use. Hotspots now support linking through the editor, and support custom GUIs.
Here's a summary of all the changes in the 1.3 release. You can find the full change log in this document.
Gameplay
Input
- Added walking and bound it to left control by default
- AI increases aggression a bit, while they are the group leader
Localization
- Made it possible to navigate the main menu and pause menu with game controllers
- Added ability to rebind game controller inputs in game
- Added per-controller rebinding support
- Improved key binding and controller binding text in tutorials
- Made "Controller" settings menu appear/disappear when unplugging or plugging in gamepad
Performance
- Added a "Wolfire machine translations" mod. Contains examples of translations - no promise of quality!
- Added settings in-game to select the current language
- Made it possible to define arbitrary languages via mod.xml in Languages tag
- Moved existing Overgrowth, Lugaru, and Therium 2 dialogues into separate files to make them easier to localize
Editor
- Added check box in settings menu to quickly enable/disable frame rate display (without having to enable debug UI)
- Turned off full-quality shadows in levels where they aren’t actually visible (better performance)
Overgrowth story
- Added quick item loader UI (CTRL + L). Hit CTRL + [Number] in that menu to quick-pick item
- Added the ability to add connections to and from hotspots, and to launch a hotspot's custom editor (if they're built for it)
- Made removing character also remove attached objects (but not inventory)
- Added ability to connect and disconnect objects in the object inspector
- Added button to open dialogue editor from object inspector
- Moved collision paint visualization to "view" menu
Therium 2 story
- Overgrowth Story → Canyon Ambush: Removed one of the 4 enemies in the first wave
Bugfixes
- Therium 2 Story → e/a (Collinpeak): Improved navigation jump node placement
- Attempted fix for crash when launching the game on old AMD GPUs
- Changed "Could not open GameController" error into a log message instead of a dialog
- Fixed crash when trying to launch game if game is set to now-unplugged monitor
To show off the new language localization support, we've added a mod that uses Google Translate to add support for a few different languages.