In Override: Mech City Brawl, players control giant robots as they engage in some glorious battles against other players. The game will feature different anime-inspired mechs, each with their own unique playstyle, and as they battle each other, entire cities will be laid to waste underneath them.
To learn more about this game and its development, Gamingbolt reached out to the developers with some questions Rafael Gatti, Co-Owner of The Balance, Inc. provided the following answers.
"The campaign works as a rogue-lite PVE with specific features for your mech that may change each time you play. You’ll face giant monsters and will be able to co-op in the same mech. The storyline will be the same, but the dialogues are specific to the character you choose"
What first inspired the idea of a mech brawler?
The initial idea came from one of the studio’s internal game jams and was inspired by shows like Power Rangers, for example. We prototyped many ideas before finally settling with the mech brawler as it was the most fun while at the same time provided a satisfactory level of challenge. Games like Power Stone and Smash Bros were huge sources of inspiration for the current iteration of Override.
Does the game have a fully-fleshed out single player campaign or is it secondary to the duels and 2v2? What can you tell us about the campaign?
The campaign works as a rogue-lite PVE with specific features for your mech that may change each time you play. You’ll face giant monsters and will be able to co-op in the same mech. The storyline will be the same, but the dialogues are specific to the character you choose.
The party mode in the game sounds like a lot of fun! How exactly will it work?
Override’s controls treat each limb separately, so you can have players responsible for each arm, another for the legs and a 4th one in charge of, let’s say, situational awareness.
Will there be different mech classes/types in the game? If so, what can you tell us about these?
There aren’t really classes, each character was designed to better fit a specific playstyle, so there are characters for players who dig grapplers, and others for the ones who dig long-range for example. The idea is to deliver a diverse but fun cast to play with.
What are some of the ways in which the mechs will be different from one another?
Different stats like speed, HP, hitbox, attack range, movesets, skills, passive skills, ultimates.
"The control scheme is probably the first thing you’ll need to get used to as it reflects how you use each limb independently, so it’s a little bit different from what people would expect in a brawler or fighting game."
Can you tell us about the customization options that will be available to the player in the game?
All of the customizations are strictly cosmetic, like skins or accessories.
What can you tell us about the combat system? How long would you say it takes to master this system?
The control scheme is probably the first thing you’ll need to get used to as it reflects how you use each limb independently, so it’s a little bit different from what people would expect in a brawler or fighting game. There are no predefined combos, the basic actions are the same but each character has its own skill set and ultimates as well as differences between some moves. On top of that there are still random item drops going on, so there are a lot of things to take into account.
Are there any plans to bring this game to an eSports scene?
Not at the moment.
Do you plan to follow a Games-as-service model with this game by continually updating it with new content and characters?
We’re working on creating 4 additional mechs to release post launch. Those can be purchased individually or altogether as part of a season pass. We’ll continue to balance the game after release and maybe even drop some small freebies as well. With enough community support, anything is possible.
What are your immediate post-launch plans for the game?
We don’t have anything concrete to announce beyond the 4 DLC mechs. But there are so many cool ideas floating around. We’ll have to see how the game does after release before we can determine what’s possible to expand on.
The game will feature Xbox One X specific enhancements. What can players expect if they are playing the game on Xbox One X? Is 4K/60fps on the cards? And how will the PS4 Pro version turn out in terms of resolution and frame rate?
It might be a little early to say anything concrete about PS4 Pro and Xbox One X. There are a lot of things still being tweaked or even added to the game. We’ll have a better idea in a couple of months.