Unlike other titles in the House of the Dead series, 'Overkill asks little of the players' dexterity. Granted, they are fairly well modelled, but I can't help but think how much more interesting things may have been with some more location-specific mutant creatures. These are represented by a handful of character models and are re-used throughout the entire game. Mutants (not Zombies, as the game itself stresses through its voice-over dialogue) are overwhelming the most common of enemies. The given scenarios range well, and we're given trains, carnivals, prisons and other video game staples, yet unlike every other entry in the House of the Dead series, the range of enemies in the game is stunningly limited. Here, the reference to Rodriguez's "Planet Terror" is more than subtle). The filmic flavour extends to the presentation of the games levels, as each chapter is presented as a possible movie in itself: "Papa's Palace of Pain" (clever alliteration and the only 'house' level in the game), "Ballistic Trauma" (a goofy mix of mutants, firepower and a hospital. In essence, the 'Grindhouse' flavour is really just a skin to a horror-themed light-gun game. Obviously, this feature of the game is purely aesthetic, and it's apparent pretty quickly that although the detail is there, it has absolutely no direct effect on the game play itself. The choice of stylisation gives the game an identity, and artistically it conveys the dirty, underground world of shock cinema well. This has a refreshing and kitsch flavour, and shows that the developer has put some thought into making the title unique where possible. Could 'Overkill add to the series constructively, or was it an unnecessary addition to the now decade old (or more) canon? With its speckled and dust-scratched appearance and muddy, warbled audio, 'Overkill – in its entirety – is a complete homage to B or even C grade 'Grindhouse' films of the seventies and eighties. Released on a single disc with various adjustments, this title had already found a natural home and a somewhat successful reception. A small consolation may be that previously featured on the Wii were the 'classic' House' games numbers 2 and 3. But what makes this title the bastard-child in the series is that unlike every other House' title, there was no arcade machine released to build an audience. Typically, players take on the role of a plainclothes agent in an attempt to stop the mega-lo-maniac intentions of a global corporations CEO.
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