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| And...that's a wrap. |
Operation: Overkill
United States
United States
Independently developed, published, and offered on bulletin board services
Released 1990 for DOS
Date Started: 25 April 2015
Date Ended: 25 May 2015
Total Hours: 10
Reload Count: No "reloads," but I died and resurrected 4 times
Difficulty: Moderate-Hard (3.5/5)
Final Rating: 33
Ranking at Time of Posting: 149/223 (67%)
This post is a recognition of an uncomfortable but unavoidable fact: I simply can't go on like this.
I can't force myself to finish every game, no matter how long it takes, no matter how unvarying the gameplay. Trust me, it's a tough pill to swallow. It's been since December of 2013, with Legend of Faerghail, that I had to enter a "no" in the "won" column--and that was because the game was bugged. It's been since August of 2012, with Bloodwych, that I did it deliberately--and that was the only time that year. Although I quit games quite liberally in my first 18 months of blogging, since 2011, it's been something that I've strongly resisted; in fact, after prematurely quitting them, I later went back and finished Wizardry II and III and the early version of NetHack.
But continuing on this course is just insanity, especially when I can't figure out how to cheat and shortcut myself to the end.
Somewhere, someone must have once won Operation: Overkill, but wow, it must have taken a long time. As a BBS door game, players were limited as to how much time they could play. Dialing in for an hour or less a day, fighting a few combats, making maddeningly slow progress to the next level before getting kicked out...it's hard to believe the experience was worth it. It's not a bad game, I hasten to add--just not one (to me) worth that kind of effort in a year that offered Ultima VI and...and....
Well, you know, it may have been worth that kind of effort in 1990.
Well, you know, it may have been worth that kind of effort in 1990.
Every game has a fanbase, and I found a FAQ created by Overkill's admirers back in the 1990s. The FAQ indicates that to kill the evil alien leader, Overkill, you have to first summon his ship to Earth using an "alien device." The device, in turn, must be assembled out of parts that you find on Levels 3-5 of the game. (Since the game takes place outdoors, it's never clear what the different "levels" are supposed to be.)
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| Progress is slowed by a need to resurrect. |
I wasn't able to get off Level 2. Every time I started to make progress, something would set me back, usually death. You can resurrect after dying, but it costs a hard-won experience level, associated attributes, and some equipment. Oh, and you have to wait a while. I couldn't figure out how to tweak this setting. Every time I died, I had to take a couple days off from playing the game. On the one hand, I wouldn't mind if modern games implemented such a dynamic. Not days, but maybe 15 minutes or so. It would give weight to deaths and force you to take a break from playing to do a couple chores or something. On the other hand, it feels so damned undignified to have to sit out a few rounds for a game that exists only on my computer.
There were other setbacks. I'd start to save up money to permanently build a base (which costs 100,000 crystals) only to have my vaccinations expire, requiring me to spend another 10,000. Ultimately, the game puts you between a rock and a hard place. There's no way to win without grinding on each level for a while, but there's too much randomness in combat to ensure that grinding will actually pay off. I guess I could have been more judicious and fled from more creatures.
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| Nothing like logging in after a week to find that you're vulnerable to all diseases again! |
The combat system, though original, is deeply flawed for anything supposing to be an RPG. Bereft of tactics, action-oriented in the weirdest possible way, every fight becomes repetitive and tedious. Yet you can't switch to the statistical combat because it's much, much deadlier.
In my last session, I was playing on an airplane after getting up at 03:30 to catch the flight. Watching the letters go by...
....AAAAA.......BBBBB......CCCCC.....AAAAA.....
....was almost hypnotic. I found myself dozing off in the middle of combat. Of course, you can't do that in this game, because you need to press the SPACE bar at just the right time to land your attack. When my character died, I knew that was a sign.
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| Waiting for my chance in combat. I do like the taunts offered by your enemies. |
I'm sorry I didn't get to see the end, particularly since no one online has posted any endgame screens. If someone else wants to try to win the game and write about their experience, I'll post it here. For now, we reluctantly move on to the GIMLET:
- 4 points for the game world. It's original, occurring in the aftermath of a nuclear war and an alien attack, but it's also pretty silly, and the world's "levels" don't make a lot of contextual sense.
- 3 points for character creation and development. Creation and development are almost all about tweaking the balance between your three attributes. Although you do get measurably more powerful, there's not much to the process, and you have no role-playing options with characters.
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| Always amusing to hear someone refer to experience points in-game. |
- 1 point for limited interaction with a couple of NPCs who help out with hints.
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| I happen to know from personal experience that the Oracle is wrong. |
- 3 points for a unique slate of foes who nonetheless generally act the same. I didn't encounter any other puzzles or special encounters.
- 2 points for a highly original but bad combat system by which you have to hit a button as letters go by. There just aren't enough tactics in combat, and the whole thing gets boring fast.
- 6 points for equipment. The equipment system is quite well done, with a list of original weapons (melee and missile) and armor plus utility items that help in various situations. The relative value of items is made clear, and even better, every item is well-described in the game world by simply asking about it in shops. Few games so far in my playlist have featured detailed item descriptions.
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| A fun description of an originally-named item. |
- 6 points for the economy, another very strong category. You can spend your hard-earned crystals on equipment, training, vaccinations, healing, and building your own bases in the middle of the wasteland so you can rest safely and store items. Apparently, in one of the airforce bases, there's a doctor who gives you implants to increase your statistics for crazy amounts of money. The point is, money never loses its value.
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| The value of crystals means that situations like this really suck. |
- 3 points for a main quest and some "side areas" (Air Force bases) that aren't really side "quests."
- 3 points for graphics, sound, and interface. I recognize the effort that went into the text graphics and varied opening screens, even though I don't think they look very good. Neither is the sound anything special, but the keyboard-based interface works fine and is easy to master.
- 2 points for gameplay. Although not too hard, the unvarying nature of gameplay inevitably makes it too boring and too long.
The final score of 33 isn't horrible. I won plenty of games around that level in 1990. Six months ago, I might have continued to the end, but now that we've skipped into 1991, it doesn't seem worth it.
With a comparatively low rating, I've probably angered an oddly devoted fanbase. There's an entire domain for the game, with a series of forums (mostly inactive in the last few years). You can still play it on an active BBS. But when I read the entries in the forums and comments on the site, I feel like I've slipped into a weird alternate universe in which the people only have BBS games and aren't aware of regular CRPGs. It feels like the community that would like Operation: Overkill is not usual CRPG players but BBS enthusiasts.
I also have a slight pang about quitting because I did have a brief correspondence with creator Dustin Nuff, and he might be along to offer some comments. He did provide the answer to one key question: the name of the game. Inspired by the Mad Max films, the original name was Dark Wastelands. After he got the prototype working, Nuff renamed it to Operation: Overkill and offered it to a local community of BBS enthusiasts in Dallas, Texas. A year later, Nuff's computer crashed and wiped out the files and source code. Nuff re-created the game from scratch and added a II to the title; he says he later regretted giving it a title that made it sound like a sequel instead of "version 2.0" of the same game.
Ironically, given that he started with a game with almost no sound, Nulf went on to a career in audio programming, with credits on games like Vietnam: Black Ops, Mission: Impossible - Operation Surma, and Terminator 3: The Redemption. We won't be seeing (or, rather, hearing) his work, since all his later games are action or strategy titles.
I also have a slight pang about quitting because I did have a brief correspondence with creator Dustin Nuff, and he might be along to offer some comments. He did provide the answer to one key question: the name of the game. Inspired by the Mad Max films, the original name was Dark Wastelands. After he got the prototype working, Nuff renamed it to Operation: Overkill and offered it to a local community of BBS enthusiasts in Dallas, Texas. A year later, Nuff's computer crashed and wiped out the files and source code. Nuff re-created the game from scratch and added a II to the title; he says he later regretted giving it a title that made it sound like a sequel instead of "version 2.0" of the same game.
Ironically, given that he started with a game with almost no sound, Nulf went on to a career in audio programming, with credits on games like Vietnam: Black Ops, Mission: Impossible - Operation Surma, and Terminator 3: The Redemption. We won't be seeing (or, rather, hearing) his work, since all his later games are action or strategy titles.
From this one experience, I'm not sure I quite "get" BBS door RPGs, but it's a pretty small sub-genre, and I don't know how much I should worry about it. I'll probably try harder to pick up its most famous exemplar, Legend of the Red Dragon, when I pass through 1989 again.
For now, my week of travel is over and my "backup" posts are exhausted. Back to Eye of the Beholder!
For now, my week of travel is over and my "backup" posts are exhausted. Back to Eye of the Beholder!























