Checkpoints OFF
1 Difficulty level
10 Stages
Ship speed fixed, selectable at start
- - - - - - -
Developed by TOMAGameStudio
Published by VGNYsoft in 2024
I just broke the seal of the family's recently acquired Nintendo Switch, after being able to snatch it from my daughter's hands for a couple of evenings. And the chosen title was Overdriven Evolution, a widescreen shmup designed to squeeze everything from a colorful set of assets across a handful of available game modes. As its name implies, the developer came a long way since the original Overdriven hit the gaming scene during the (not so) golden days of XBLIG. An intermediate iteration called Overdriven Reloaded also exists, albeit not in physical form.
A shiny venture dressed up as a classic sci-fi mission to destroy an evil empire, Overdriven Evolution attempts to cater to all audiences with introductory game modes such as Story, which comes with four difficulties that incrementally add more pressure to the basic gameplay. Each one of the three available ships (the third one is unlocked after a few hours playing) is able to shoot and to fire a laser focus shot that dramatically reduces the flying speed to allow some micro-dodging (yes, it's the same old style that's predominant in many shmups developed by Cave, especially those of the Dodonpachi series). A third button triggers a smart bomb (if available), and a fourth button switches the color of the ship and its firepower between blue, red, yellow and green for you to get past simple colored puzzle gates every now and then.
Naturally, the three available ships differ in shot styles and speed. Prototype 1 has a straight shot and rotating satellites that also shoot straight ahead. Prototype 3 is similar, but its satellites will automatically target any enemy in the vicinity. Prototype 2 has a spread shot and equally functional satellites, but flies at a slower speed. Firepower is increased by taking stars left behind by destroyed enemies. 20 yellow stars give you a boost in power and add 1 option/satellite, whereas a single white star has this same effect except for the 1.000 points you normally get from each yellow star.
Release trailer for Overdriven Evolution
(courtesy of YouTube user and publisher VGNYsoft)
(courtesy of YouTube user and publisher VGNYsoft)
What's special about the gameplay here is the way it implements lives. An energy gauge measures the amount of hits you've taken in each current life. If you're only using the regular shot and the energy gauge stays above 50% it displays "Safe Mode". If the energy gets depleted to about 50% or below the gauge changes to "DANGER". However, regardless of the current energy status, whenever you're using laser the energy gauge shifts to around 15% and displays "OVERDRIVEN", and in this condition you're of course close to dying. I can't recall any other shmup that has a similar approach to risk and survival, that's why I believe this is by far the best idea implemented by Overdriven Evolution.
Dying strips you off all upgrades, so keeping a safe and healthy energy gauge is of course one of the main objectives as you advance through the 10 stages of Story, Arcade or Manic modes. Easy and Normal difficulties of Story mode still allow you to take a few hits when using laser, but all other difficulties and Arcade mode work with 1-hit kills when in OVERDRIVEN status. Arcade and Manic get rid of the pre-stage story bits while behaving like the Hard difficulty of Story mode, with the only difference being the single 1-hit kill mechanic implemented in Manic (no energy gauge there). All of these modes use the same array of items, which include a red + for partial energy recovery, a green + for extra life, B for a single smart bomb (only one can be carried at any given time, if you die it's gone) and temporary enhancements in the form of W (an extremely effective wide shot) and 5 (five straight bullet streams). Hidden items consist of alien artifacts that look like golden keys (five per level) and a space cow (one per level). With the exception of these hidden icons, all items are automatically sucked into the ship if you're close enough to them.
While full of explosions, creative bosses, simple yet effective pseudo-3D eye candy and some nice tunes in the soundtrack, Overdriven Evolution is hindered by a few odd design decisions that rub me the wrong way. The first one is the random nature of item drops, which severely affects the performance of any given run. The balance between enemy bullets and ship movement is also prone to leaving players unsatisfied in the long run, meaning you're always a bit too fast when using shot and a tad too slow when using laser, which makes weaving through certain boss patterns an unnecessary chore. Finally, I can live with the fact that it's not possible to cover the entire screen with any of the ships, but Prototype 2 is just too slow to be of any actual use in solo play.
Other details are also confusing. The escorting of Terry's spaceship in the end of stage 3 is a weird
passage, because if she dies the credit is instantly over. Sometimes
the scrolling speed picks up and returns to normal for no reason at all,
which makes no sense and breaks the pace, such as in that cool
insect-based level. And I'm not one to normally comment on endings, but
the ending here is really a downer and keeps you guessing if there's
anything you could've done to not incur in such a dreadful fate. Well,
there just isn't.
Lighting blue beams of destruction
All things considered, it's easy to see why Overdriven Evolution falls short in providing clean, satisfying shooting fun. The basic elements are all there, but the design is all over the place and lacks fine tuning. For example, it's unclear how the hit counter that goes up with the timely
destruction of successive enemies works into the scoring system. It
seems to be mostly irrelevant, especially when you realize that the main
source of extra points is the collection of yellow stars, which appear
in greater numbers when destroying those mine blocks. The bad news is
that all ships are too underpowered to satisfactorily take advantage of
this, often leading to frustration because it's impossible to destroy
the majority of those precious mines. And since hidden items aren't
worth any points whatsoever, there's no incentive to get out of your way
to collect them in any serious credit.
Besides the game modes mentioned above, Overdriven Evolution also comes with a few extra modes such as Boss Rush and 10 challenge "minigames" aimed at fulfilling achievement tags. All these modes allow up to 4 people to play together, which is neat. Two single-player extra modes complete the package: The Line (keep enemies away for as long as you can) and Color Reflex (which heavily uses the color switching mechanic). All these additional modes are pretty much aimed at beefing up the achievement section, of course. Tweaks such as screen shake, invincibilty and scanlines are also included.
I don't think I should feel bad for not beating the default top scores in the local leaderboards, since I didn't really feel the need to push myself into learning how to circumvent the shortcomings in the gameplay. I noticed the score seems to be shared between all ships in co-op play, so perhaps that's the secret to reaching those high figures? I wonder! Anyway, below is my best 1CC result in Arcade mode playing with Prototype 3, after beating Story mode in the Normal difficulty.