Follow TV Tropes

Following

History YMMV / Overload

Go To

OR

Is there an issue? Send a MessageReason:
Requires Word Of God confirmation


* AuthorsSavingThrow: The developers of this game are the original developers behind the ''VideoGame/{{Descent}}'' games. Starting from the ground up here allowed them to address issues and complaints fans have had with the latter series.
** In ''Descent'', doors were opened by shooting them or bumping them with your ship, which wasted ammo, alerted nearby enemies to your location, and gave you little room to dodge if something opened fire on you the instant a door opened. Doors in ''Overload'' no longer require direct interaction from the player; they open automatically as you approach them.
** The Holo-Guide is a complete revamp of ''Descent's'' Guide-Bot, built based on years of player feedback. The Holo-Guide is an intangible hologram built into the player's HUD that can be turned on and off at will, rather than a physical robot that can be shot, rammed, or destroyed. It's brightly-colored and moves along a smooth, predictable path, making it much easier to follow. If the player is following it, the Holo-Guide will do its best to match the player's speed. If the player gets distracted and stops following it, the Holo-Guide won't badger the player to follow it with flares or text messages. The Holo-Guide will also move much more slowly to give the player plenty of time to spot it and resume following it once they've finished their business.
** The changes to hostages in ''Overload'' resolved most of the FridgeLogic surrounding them in ''Descent 1'' and ''Descent 2''. In ''Descent'', the robots are repeatedly said and shown to be murderous, and several of the mines you find hostages in are stated to have environments inhospitable to human life. Yet you find the hostages alive and unharmed, without any supplies of food, water or air. Logs found throughout ''Overload'' make it clear that when the auto-ops turned violent and started killing everybody, the survivors fled to a designated cryo facility and froze themselves in cryotubes to await rescue.
** When hostages were rescued in ''Descent'', they were assumed to be aboard your ship for the remainder of the level; if you died afterward, the hostages died with you. The Pyro GX was too small to carry the number of hostages found in most levels, and ''Descent 3'' showed its cockpit interior having no room for passengers at all. In ''Overload'', when you pick up a cryotube, it gets teleported to the ''Iberia''; the person inside the tube is ''not'' carried with you aboard the ''Kodachi.'' Because of this change, the only possible way for any of those hostages to die is if you complete the level without picking them up.

Added: 629

Changed: 1253

Is there an issue? Send a MessageReason:
None


** In ''Descent'', doors were opened by shooting them or bumping them with your ship. Shooting doors was a waste of ammo and energy. Bumping carried the risk of being blasted in the face the instant robots and enemy players on the other side of the door heard it open, often without much room to dodge. Doors in ''Overload'' no longer require direct interaction from the player; they open automatically as you approach them.

to:

** In ''Descent'', doors were opened by shooting them or bumping them with your ship. Shooting doors was a waste of ammo ship, which wasted ammo, alerted nearby enemies to your location, and energy. Bumping carried the risk of being blasted in the face gave you little room to dodge if something opened fire on you the instant robots and enemy players on the other side of the a door heard it open, often without much room to dodge.opened. Doors in ''Overload'' no longer require direct interaction from the player; they open automatically as you approach them.



** The changes to hostages in ''Overload'' resolved most of the FridgeLogic surrounding them in ''Descent 1'' and ''Descent 2''. In ''Descent'', the hostages were captured alive and kept imprisoned somewhere in each level. No explanation is given for how they weren't killed by the robots, or how they survived so long without food, water, or air supplies. Logs found throughout ''Overload'' make it clear that when the auto-ops turned violent and started killing everybody, the survivors fled to a designated cryo facility and froze themselves in cryotubes to await rescue. When hostages were rescued in ''Descent'', they were assumed to be aboard your ship for the remainder of the level; if you died afterward, the hostages died with you. The Pyro GX was too small to carry the number of hostages found in most levels, and ''Descent 3'' showed its cockpit interior having no room for passengers at all. In ''Overload'', when you pick up a cryotube, it gets teleported to the ''Iberia''; the person inside the tube is ''not'' carried with you aboard the ''Kodachi.'' Because of this change, the only possible way for any of those hostages to die is if you complete the level without picking them up.

to:

** The changes to hostages in ''Overload'' resolved most of the FridgeLogic surrounding them in ''Descent 1'' and ''Descent 2''. In ''Descent'', the robots are repeatedly said and shown to be murderous, and several of the mines you find hostages were captured in are stated to have environments inhospitable to human life. Yet you find the hostages alive and kept imprisoned somewhere in each level. No explanation is given for how they weren't killed by the robots, or how they survived so long unharmed, without any supplies of food, water, water or air supplies. air. Logs found throughout ''Overload'' make it clear that when the auto-ops turned violent and started killing everybody, the survivors fled to a designated cryo facility and froze themselves in cryotubes to await rescue. rescue.
**
When hostages were rescued in ''Descent'', they were assumed to be aboard your ship for the remainder of the level; if you died afterward, the hostages died with you. The Pyro GX was too small to carry the number of hostages found in most levels, and ''Descent 3'' showed its cockpit interior having no room for passengers at all. In ''Overload'', when you pick up a cryotube, it gets teleported to the ''Iberia''; the person inside the tube is ''not'' carried with you aboard the ''Kodachi.'' Because of this change, the only possible way for any of those hostages to die is if you complete the level without picking them up.
Is there an issue? Send a MessageReason:
None


** In ''Descent'', doors were opened by shooting them or bumping them with your ship. Shooting doors was a waste of ammo and energy. Robots and enemy players would turn and open fire the instant you opened the door, so bumping it was a risk. Doors in ''Overload'' no longer require direct interaction from the player; they open automatically as you approach them.

to:

** In ''Descent'', doors were opened by shooting them or bumping them with your ship. Shooting doors was a waste of ammo and energy. Robots Bumping carried the risk of being blasted in the face the instant robots and enemy players would turn and open fire on the instant you opened other side of the door, so bumping door heard it was a risk.open, often without much room to dodge. Doors in ''Overload'' no longer require direct interaction from the player; they open automatically as you approach them.
Is there an issue? Send a MessageReason:
None


** Hostages in ''Descent 1'' and ''Descent 2'' were a hot mess of FridgeLogic. Each level would have anywhere from two to a dozen or so hostages in it. You're not expected to think about how those hostages got captured instead of killed by the robots repeatedly said and shown to be homicidal, or how they managed to survive for so long in hostile environments without any supplies of food, water, or air. ''Overload'' provides an answer: when the auto-ops started malfunctioning, the surviving facility crew fled to the cryo chambers, [[HumanPopsicle where they put themselves into cryostasis to await rescue.]] When you ''did'' pick them up, the ''Descent'' games assumed the hostages were carried aboard your ship for the remainder of the level; if you died afterward, the hostages died with you. The Pyro GX was too small to carry the number of hostages found in most levels, and ''Descent 3'' showed its cockpit interior having no room for passengers at all. In ''Overload'', when you pick up a cryotube, it gets teleported to the ''Iberia''; the person inside the tube is ''not'' carried with you aboard the ''Kodachi.'' Because of this change, the only possible way for any of those hostages to die is if you complete the level without picking them up.

to:

** Hostages The changes to hostages in ''Overload'' resolved most of the FridgeLogic surrounding them in ''Descent 1'' and ''Descent 2'' were a hot mess of FridgeLogic. Each level would have anywhere from two to a dozen or so 2''. In ''Descent'', the hostages in it. You're not expected to think about how those hostages got were captured instead of alive and kept imprisoned somewhere in each level. No explanation is given for how they weren't killed by the robots repeatedly said and shown to be homicidal, robots, or how they managed to survive for survived so long in hostile environments without any supplies of food, water, or air. air supplies. Logs found throughout ''Overload'' provides an answer: make it clear that when the auto-ops turned violent and started malfunctioning, killing everybody, the surviving survivors fled to a designated cryo facility crew fled to the cryo chambers, [[HumanPopsicle where they put and froze themselves into cryostasis in cryotubes to await rescue.]] rescue. When you ''did'' pick them up, the ''Descent'' games assumed the hostages were carried rescued in ''Descent'', they were assumed to be aboard your ship for the remainder of the level; if you died afterward, the hostages died with you. The Pyro GX was too small to carry the number of hostages found in most levels, and ''Descent 3'' showed its cockpit interior having no room for passengers at all. In ''Overload'', when you pick up a cryotube, it gets teleported to the ''Iberia''; the person inside the tube is ''not'' carried with you aboard the ''Kodachi.'' Because of this change, the only possible way for any of those hostages to die is if you complete the level without picking them up.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Hostages in ''Descent 1'' and ''Descent 2'' were a hot mess of FridgeLogic. Each level would have anywhere from two to a dozen or so hostages in it. You're not expected to think about how those hostages got captured instead of killed by the robots repeatedly said and shown to be homicidal, or how they managed to survive for so long in hostile environments without any supplies of food, water, or air. ''Overload'' provides an answer: when the auto-ops started malfunctioning, the surviving facility crew fled to the cryo chambers, [[HumanPopsicle where they put themselves into cryostasis to await rescue.]] When you ''did'' pick them up, the ''Descent'' games assumed the hostages were carried aboard your ship for the remainder of the level; if you died afterward, the hostages died with you. The Pyro GX was too small to carry the number of hostages found in most levels, and ''Descent 3'' showed its cockpit interior having no room for passengers at all. In ''Overload'', when you pick up a cryotube, it gets teleported to the ''Iberia''; the person inside the tube is ''not'' carried with you aboard the ''Kodachi.'' Because of this change, the only possible way for any of those hostages to die is if you complete the level without picking them up.
Is there an issue? Send a MessageReason:
None


** The Holo-Guide is a complete revamp of ''Descent's'' Guide-Bot, built based on years of player feedback. The Holo-Guide is an intangible hologram built into the player's HUD that can be turned on and off at will, rather than a physical robot that can be shot, rammed, or destroyed. It's brightly-colored and moves at a slow, predictable pace, making it much easier to follow. If you lose sight of it, there's a long trail of light behind it to let you see where it went. If you get distracted and stop following it, the Holo-Guide won't badger the player to follow it with flares or text messages; you can break off, deal with the problem, and come back at any time.

to:

** The Holo-Guide is a complete revamp of ''Descent's'' Guide-Bot, built based on years of player feedback. The Holo-Guide is an intangible hologram built into the player's HUD that can be turned on and off at will, rather than a physical robot that can be shot, rammed, or destroyed. It's brightly-colored and moves at along a slow, smooth, predictable pace, path, making it much easier to follow. If you lose sight of the player is following it, there's a long trail of light behind it the Holo-Guide will do its best to let you see where it went. match the player's speed. If you get the player gets distracted and stop stops following it, the Holo-Guide won't badger the player to follow it with flares or text messages; you can break off, deal with messages. The Holo-Guide will also move much more slowly to give the problem, player plenty of time to spot it and come back at any time.resume following it once they've finished their business.
Is there an issue? Send a MessageReason:
None


* AuthorsSavingThrow: The developers of this game are the original developers behind the ''VideoGame/Descent'' games. Starting from the ground up here allowed them to address issues and complaints fans have had with the latter series.

to:

* AuthorsSavingThrow: The developers of this game are the original developers behind the ''VideoGame/Descent'' ''VideoGame/{{Descent}}'' games. Starting from the ground up here allowed them to address issues and complaints fans have had with the latter series.

Added: 1032

Changed: 598

Is there an issue? Send a MessageReason:
None


* AuthorsSavingThrow: Fans have voiced complaints about the ''VideoGame/{{Descent}}'' games' Guide-Bot since its debut in ''Descent 2''. The Holo-Guide is built from the ground up to address those complaints. The Guide-Bot was fast, erratic, and easy to lose track of. The Holo-Guide is slow, predictable, and easy to see. If the player suddenly ends up in a firefight, they can ignore the Holo-Guide to deal with the problem at hand without having to worry about getting pegged with a flare for not following their Holo-Guide. Finally, the Holo-Guide comes with an on/off switch. You can turn it on when you need it, and leave it off when you don't.

to:

* AuthorsSavingThrow: Fans have voiced complaints about The developers of this game are the ''VideoGame/{{Descent}}'' games' Guide-Bot since its debut in ''Descent 2''. The Holo-Guide is built original developers behind the ''VideoGame/Descent'' games. Starting from the ground up here allowed them to address those complaints. The Guide-Bot issues and complaints fans have had with the latter series.
** In ''Descent'', doors were opened by shooting them or bumping them with your ship. Shooting doors
was fast, erratic, a waste of ammo and easy to lose track of. energy. Robots and enemy players would turn and open fire the instant you opened the door, so bumping it was a risk. Doors in ''Overload'' no longer require direct interaction from the player; they open automatically as you approach them.
**
The Holo-Guide is slow, predictable, and easy to see. If the a complete revamp of ''Descent's'' Guide-Bot, built based on years of player suddenly ends up in a firefight, they feedback. The Holo-Guide is an intangible hologram built into the player's HUD that can ignore be turned on and off at will, rather than a physical robot that can be shot, rammed, or destroyed. It's brightly-colored and moves at a slow, predictable pace, making it much easier to follow. If you lose sight of it, there's a long trail of light behind it to let you see where it went. If you get distracted and stop following it, the Holo-Guide won't badger the player to follow it with flares or text messages; you can break off, deal with the problem at hand without having to worry about getting pegged with a flare for not following their Holo-Guide. Finally, the Holo-Guide comes with an on/off switch. You can turn it on when you need it, problem, and leave it off when you don't.come back at any time.
Is there an issue? Send a MessageReason:
None


* AuthorsSavingThrow: The developers used the Holo-Guide to address many of the issues and annoyances fans have had with the ''VideoGame/{{Descent}}'' games' Guide-Bot. The Holo-Guide moves at a slow, steady pace along a smooth, easy-to-read trajectory, with no sudden turns or zig-zags. It doesn't travel more than a few meters ahead of the player before coming back to get them, so no waiting for it to fly back through several rooms to find you if you get stuck. If you do lose sight of the Holo-Guide, you can still see where it went by the long trail of light it leaves behind it. Being an intangible hologram, the Holo-Guide cannot get stuck on doors, pillars, and outcroppings, nor can it bump into the player's ship and cause CollisionDamage. It will not fire flares or spam messages badgering the player to keep following it if the player stops for any reason. And finally, it comes with an on/off switch. You can turn it on when you need it, and turn it off when you don't.
* DemonicSpiders: The valkyries, due to having twin drillers, a lot of hp, and being so narrow vertically it's hard to actually hit them. The [[PurpleIsPowerful purple Sovereign infused kind]] are even worse, having lancers instead of drillers and being able to [[TeleportSpam teleport short distances.]]

to:

* AuthorsSavingThrow: The developers used the Holo-Guide to address many of the issues and annoyances fans Fans have had with voiced complaints about the ''VideoGame/{{Descent}}'' games' Guide-Bot. Guide-Bot since its debut in ''Descent 2''. The Holo-Guide moves at a is built from the ground up to address those complaints. The Guide-Bot was fast, erratic, and easy to lose track of. The Holo-Guide is slow, steady pace along a smooth, easy-to-read trajectory, with no sudden turns or zig-zags. It doesn't travel more than a few meters ahead of predictable, and easy to see. If the player before coming back to get them, so no waiting for it to fly back through several rooms to find you if you get stuck. If you do lose sight of the Holo-Guide, you suddenly ends up in a firefight, they can still see where it went by the long trail of light it leaves behind it. Being an intangible hologram, ignore the Holo-Guide cannot get stuck on doors, pillars, and outcroppings, nor can it bump into to deal with the player's ship and cause CollisionDamage. It will problem at hand without having to worry about getting pegged with a flare for not fire flares or spam messages badgering the player to keep following it if their Holo-Guide. Finally, the player stops for any reason. And finally, it Holo-Guide comes with an on/off switch. You can turn it on when you need it, and turn leave it off when you don't.
* DemonicSpiders: The valkyries, Valkyries, due to having twin drillers, a lot of hp, HP, and being so narrow vertically it's hard to actually hit them. The [[PurpleIsPowerful purple Sovereign infused kind]] are even worse, having lancers instead of drillers and being able to [[TeleportSpam teleport short distances.]]
Is there an issue? Send a MessageReason:
None


* AuthorsSavingThrow: The Holo-Guide was obviously made in response to fan feedback about its predecessor from the ''VideoGame/{{Descent}}'' games. The Guide-Bot was annoying to follow due to its jerky, unpredictable movements. The Holo-Guide, however, moves at a slow, steady pace along a smooth, easy-to-read trajectory, and leaves a long trail of light behind it to indicate where it went if you lose sight of it. It will also not get in the player's way during a firefight or badger them with flares if they're not actively following it, which was another point of contention fans have had with the Guide-Bot.

to:

* AuthorsSavingThrow: The developers used the Holo-Guide was obviously made in response to fan feedback about its predecessor from address many of the issues and annoyances fans have had with the ''VideoGame/{{Descent}}'' games. games' Guide-Bot. The Guide-Bot was annoying to follow due to its jerky, unpredictable movements. The Holo-Guide, however, Holo-Guide moves at a slow, steady pace along a smooth, easy-to-read trajectory, and leaves with no sudden turns or zig-zags. It doesn't travel more than a few meters ahead of the player before coming back to get them, so no waiting for it to fly back through several rooms to find you if you get stuck. If you do lose sight of the Holo-Guide, you can still see where it went by the long trail of light it leaves behind it to indicate where it went if you lose sight of it. It will also not Being an intangible hologram, the Holo-Guide cannot get in stuck on doors, pillars, and outcroppings, nor can it bump into the player's way during a firefight or badger them with ship and cause CollisionDamage. It will not fire flares if they're not actively or spam messages badgering the player to keep following it, which was another point of contention fans have had it if the player stops for any reason. And finally, it comes with the Guide-Bot.an on/off switch. You can turn it on when you need it, and turn it off when you don't.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AuthorsSavingThrow: The Holo-Guide was obviously made in response to fan feedback about its predecessor from the ''VideoGame/{{Descent}}'' games. The Guide-Bot was annoying to follow due to its jerky, unpredictable movements. The Holo-Guide, however, moves at a slow, steady pace along a smooth, easy-to-read trajectory, and leaves a long trail of light behind it to indicate where it went if you lose sight of it. It will also not get in the player's way during a firefight or badger them with flares if they're not actively following it, which was another point of contention fans have had with the Guide-Bot.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DemonicSpiders: The valkyries, due to having twin drillers, a lot of hp, and being so narrow vertically it's hard to actually hit them. The [[PurpleIsPowerful purple Sovereign infused kind]] are even worse, having lancers instead of drillers and being able to [[TeleportSpam teleport short distances.]]

Top