The soundtrack was written by Mark Yoshimoto Nemcoff. Also, each character has slight variations in weaponry that make for somewhat different combat experiences.ĭuring development the game's producer and designer, who spoke on condition of anonymity, commented, "We chose the isometric perspective because it meant you could see more of the playing area and also you could see an arrow go through the chest and you can see the result from behind too." For example, the large alien, Quogg, has a melee attack that will kill the standard human troops in just one hit (rather than the two required from the other characters). The four characters have very different abilities. Objectives include finding the exit to the level, assassination of an officer, escorting a defect or other important official, retrieving an item (usually a memory chip or the like), or obtaining a certain percentage of kills in the area. In the levels, the player must find key-cards, destroy guards, aliens, and robots, activate laser bridges, to complete an objective. The characters act as lives, and if one were killed, the player still has the choice among the remaining mercenaries (rather than having multiple lives for one character). The gameplay takes on a 3D-esque isometric view, in which the player chooses one of four mercenaries to lead through the levels. The plot of the game revolves around a group of four mercenaries hired to eliminate a group of humans called the Viscerians. Project Overkill is a shoot 'em up game for the PlayStation, developed and published by Konami in 1996.
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