![]() Turner has a huge, flighty jump befitting a rabbit, and the wide rollicking hills and towering structures in each level are very conducive to the bounding movement options available to the player. There is also a hefty mix of platforming elements to keep things interesting. Swords, knives, spears and other weapons are scattered sparingly across each level and quickly become the meta of Overgrowth – most levels will be about finding which enemies carry weapons, dispatching them first and then leveraging the weapon to pick off other animals until everyone except you is dead. There are no health bars or even a HUD here: kills are registered by how much sheer damage a character takes whether it be a forceful kick, a weighty fall or a strike from a weapon. Combat is simple, quick and brutal – the left mouse button is a contextual attack, and the right mouse button timed correctly executes a counter or a stealthy kill move. Players take the role of Turner, a martial arts practicing rabbit, and guide him on his rampage killing other rabbits, dogs, cats, wolves and other animals alike. I can easily justify the purpose of every mechanic, every level and every design choice, and the developer has craftily used each component to give the best gameplay experience at every turn.Īt its core, Overgrowth is a combat game. The extended development time and constant incorporation of community feedback has led to a game which feels wholly well thought out. It began as a sequel to a shareware game – Lugaru – and saw a slow but consistent schedule of patches until its final release. We'll keep our big floppy ears close to the ground and tell you when that happens.Overgrowth, a combat platformer developed by Wolfire Games, has been in the pipeline for a long time coming. But there’s also a level editor for making your own arenas for hopping about in, and the one man developer (this is why it is taking years) David Rosen recently told PC Gamer that he plans to add the sequel’s own campaign in the next few months. and then there’s some other boring bullet points about rendering and decals. Enemy AI that adapts to your attacks, and group combat behavior that rewards choosing a stealth approach, or skillfully taking on a few at a time. Gameplay-enhancing use of ragdoll physics, with skeletal impacts and damage simulation Local multiplayer if you have a keyboard mouse and a controller, or 2 controllers Fully re-imagined Lugaru campaign story mode in the Phoenix engine Here’s some of the things it says on the back of the box. A gorgeous and technically impressive toy but lacking a greater reason. I’ve long admired the kicks, punches, and gut-piercing spear throws of these aggressive lagomorphs but with its long development time and few concrete levels or features, it has always looked a little undernourished. Anyway, here’s a little trailer to accompany the update. The update adding the remade Lugaru campaign actually happened last month when we weren’t looking, accompanied by some other changes to the fighting, like the ability to pull a knife back out of the animal you’ve just thrown it at (ow). But I will take notice when told that the story campaign of its predecessor, Lugaru, has been adapted into the fisticuffs framework of the sequel, meaning there should now be something to do in the game besides biffing anthropomorphic wolves in the skull until they fly across the map in ragdoll pain. The kung fu rabbits of Overgrowth have been around in a playable form since I was a small and ancient protozoa, so I won’t accept the game’s sudden switch from “alpha” to “beta” as news.
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