Catapults, boats and other tools can be used now in large, boring set pieces. You can now magically transform the Overlord into a minion at set points, but the change is superficial. There are new gameplay elements to be sure, but none of them build on what made the first Overlord game interesting. While the last Overlord game straddled many genres, this one offers nothing unique. Many other sections only allow a single minion type to be used. By the time you have all four minion types, Overlord II is approaching its finish. Even the concept of mixing and matching minions to produce effective strategies is mostly absent. There is never any question about which strategy to employ or which minions you should use because the game tells you the only solution. There is never any question about where to head next because there is invariably only one direction to head in. What is left is a mostly linear action game. The trouble with Overlord II is that-likely in the name of making it more accessible-the sequel has removed almost all of the exploration and strategy elements that its predecessor offered. This, in turn, can affect your suite of spells and which little ending voiceover you get. In the end, the real choice is whether to enslave the local populations or kill them and doing so will change your alignment. There are few real choices to be made in the game-many times the choices are hollow and don't alter the story or your character at all and sometimes the game tells you there is a choice when there really isn't. domination choice structure exists and the game tries to play this up as something bigger than it actually is. As you work through Overlord II, you'll find and purchase new upgrades for the Overlord, his tower and his troupe of female companions. While that is still present here, the sequel focuses more on simple action and combat. The first Overlord game featured a lot of puzzle solving and careful maneuvering of your minions. This is done either by targeting an enemy and sending them out en masse, sweeping them out by using the right thumbstick to directly control your group, or planting a target marker to keep them in one strategic location. The Overlord is a bit of a wimp and can't take much punishment so in order to keep him in one piece you'll have to sweep dozens of little minions out to do the fighting. The minions also do your dirty work here. The minions are the life force of Overlord. These guys are the equivalent of having a troupe of gremlins at your beck and call-and there's no Gizmo in sight to ruin all of the fun. Their mannerisms and animations are what give Overlord II its personality. Watching them tear through towns, grabbing anything within reach to wear as a helmet is quite hilarious. These minions are the heart and soul of the game. Each has its own role and will be featured in its own section of the game. The greens and blues can do stealth attacks and swim, respectively. The reds can toss fireballs that can clear barriers or strike enemies out of your reach. The browns are the bruisers, perfect for a frontal assault. The game begins with just a few of these minions at your beck and call, but by the end you'll have dozens in four flavors, each with its own set of strengths and weaknesses. The key to the Overlord's success at dominating the land lays in a horde of little critters he controls known as minions. Together, these factions pose quite the challenge for the new overlord. These guys are out to protect all of the light magic creatures of the world. And then there are the stereotypically offensive effeminate elves, modeled after PETA. There's the magic-hating empire, modeled after the Romans, which will throw tightly structured legions at your horde. In the overlord's absence, a couple of new factions have arisen that need dealing with.
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