Nine months after the initial PC release, Space Overlords comes to the PSN store as a PS4/Vita release. We played the handheld version – here’s what we thought.
Space Overlords echoes the arcade classic that is Rampage and mixes it with the visual perspective of games like Mario Galaxy. Of course, that is only the short version of it. You play as an Overlord – a giant and powerful robot/monster creature that has just escaped from prison, and harbors more than a handful of thoughts about revenge. These are directed towards Kesedihan – similar to you and responsible for putting you away all this time.
You’re not tied to just one character, but are free to choose from four different Overlords, each with its own special attacks and powers. They don’t seem evenly balanced, but that’s not a big issue seeing as how the game is not too difficult no matter who you choose. It might be a different story in multiplayer, although we didn’t get to try that out. For fans of multiplayer, it’s nice to point out that it’s supported in both off- and online modes.
Once on a planet’s surface, destruction is the name of the game. You’re hell-bent on wiping all traces of Kesedihan’s presence from the face of each planet, and of course his followers will try to stop you. This is where Space Overlords evoked memories of Rampage, one of my favorite titles on a home computer in the late eighties. A conversion of an arcade game, it saw you assume the role of a giant monster trying to bring down a series of buildings while humans try to stop you.
Almost 30 years later, Space Overlord isn’t quite as gripping as I remember Rampage being, but it’s a bit of mindless fun nonetheless. Combat doesn’t feel very strategic or tactical, and button mashing goes a long way in getting through the almost 60 story levels. In this sense I could see the game getting boring quickly on a PS4 or PC, but it’s quite well suited for shorter gameplay bursts on the Vita.
An editor is included as well, allowing you to craft your own planets as well. This is easy and intuitive to do, but it’s hard to design something that looks and plays like something truly unique. Perhaps the biggest draw in the long run becomes the multiplayer portion of the game, but we weren’t able to find other players online during our playtesting. Without that, it’s a decent game of mindless destruction and it helps that it has a friendly price point for what it is.