Overlord: Raising Hell

On February 25, 2010, in Gaming, by Fahad Majidi

Here’s the most important lesson I learned from Overlord: Raising Hell: having an army of goblin-like demons bows to your every whim changes a person. Raising Hell supplied me with four minion types: browns (brawlers), red (fire-flingers), greens (backstabbers who can stealth), and blues (swimmers who can resurrect dead troops). I led my rampaging army through disgustingly sunny meadows, smoothing graveyards and beautifully decaying castles to slaughter parodied versions of fantasy creatures.

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I could have participated in the bloodshed ( I have weapons and spells), but why would I when I could just point (by holding R2) and my minions would pounce on whatever was ahead, be it bloody killer unicorns or crates of treasure? If I wanted more control, the right analog let me manually move my peons. I could also split my minions into groups based on color type and camp each group at different spots. This was useful; during my evil pilgrimages, I often relied on groups positioning to pull off the diabolical tactics that sprung into my ingenious mind.

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At times, however, the control scheme limited me. If I wanted to create groups that weren’t just based on color, it required more finger-juggling than an all powerful master of evil like I should have to condescend to. The controls were sufficient but not polished enough to aloe high-level micromanaging. Also, as the Overlord, I should have ultimate control! So why did I sometimes spend hours wandering around lost or not knowing which quests I was sufficiently skilled to attempt? And Oh my, what a delightful power trip it is, too.
[via IGN]

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