Override 2: Super Mech League
35 😀     26 😒
55,25%

Rating

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$29.99

Override 2: Super Mech League Reviews

The gigantic robot brawler is Mech-ing a super-charged comeback in Override 2: Super Mech League!
App ID1329790
App TypeGAME
Developers
Publishers Modus Games
Categories Single-player, Steam Achievements, Multi-player, PvP, Online PvP, Co-op, Online Co-op, Full controller support, Shared/Split Screen Co-op, Shared/Split Screen, Remote Play Together
Genres Indie, Action
Release Date22 Dec, 2020
Platforms Windows
Supported Languages English, Portuguese - Brazil, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese, Korean

Override 2: Super Mech League
61 Total Reviews
35 Positive Reviews
26 Negative Reviews
Mixed Score

Override 2: Super Mech League has garnered a total of 61 reviews, with 35 positive reviews and 26 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Override 2: Super Mech League over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 25 minutes
played the basic VS mode with a friend and was annoyed by how dreadfully claustrophobic the camera is. no singleplayer arcade or "career" mode ensured an immediate refund. IDK why nobody can make a kaiju/mecha arena fighter with staying power.
👍 : 7 | 😃 : 1
Negative
Playtime: 103 minutes
Vastly inferior to the previous game. There's no costumes, instead you get "armor" that costs an arm and a leg per piece. It's literally cheaper to buy an entire other mech instead of a full set of armor. Not that you want it anyway since none of it carries the personality or character that the costumes in the previous game had. Through the campaign you play through the different game modes which are...randomized. And no, you can't go through the menus to stick to the game mode you prefer. This is also an online-only game, meaning you can always come across someone who will completely wreck your day when you just wanna indulge in some power fantasy by spanking bots, like I usually do. I lost my voice screaming at the fucking game. Oh yeah there's no charging attacks anymore, which I feel makes the gameplay overall less fun because it eventually boils down to mashing buttons. Especially with three or more players, which is already the majority of the gameplay modes. All the characters and pilots are gone too, instead your character is some nameless nobody who wants to be the best that no one ever was. Which is disappointing because that completely nullifies the best part of Override, the fact that each and every mech is full of such character and charm, you'd expect it to be full of loud stereotypes and stuff like that. But no, they're just rolled off an assembly line. Fuck Override 2, I don't care if it has a cross-promotion with Ultraman. They should have just made Ultraman DLC for Override 1.
👍 : 11 | 😃 : 0
Negative
Playtime: 378 minutes
[h1] Changes From Original Override [/h1] Super Mech League (SML) takes the entire game in a new direction. For the uninitiated and return players, I will outline the differences from my experience. I will try objectively list differences with my opinions on the changes listed separately. I would recommend both games, though SML provides more content and would be recommended first. [h2] Gameplay/Combat [/h2] It is important to note that the fundamentals of fighting have changed since OG Override. In both games, each arm/punch and leg/kick was individually assigned to the shoulder and trigger buttons. This was a distinguishing feature in playing like a lumbering mech. [*]The first key difference is that in OG Override each punch and kick was charged like a rocket-punch. An un-primed hit was faster but did less damage, whereas fully charged punches and kicks would send the enemy flying. [b]There is no charging attacks in SML.[/b] Instead, it uses VERY simple combos like most brawlers, where the left punch or kick is the light attack and can be chained into heavier attacks. OG Override also had overheating so if you spammed attacks and dashing, you would be stuck without the ability to do either. This was ditched entirely in SML. [*] Special attacks in OG Override were fueled by a charge bar that charged from normal attacks. It only contained 4 uses before tapping out so you had to use them strategically. [b]In SML these special attacks are tied to a combo of any two punches or kicks and can be spammed. I can't say how they balance with standard combos but it makes everything more frantic with special moves shooting off at all times. Most ranged attacks seem to be nerfed though some are more disruptive than others. There will need to be a lot of balancing work done around these. [*]SML has added grabbing/throwing mechs and limited environmental items. This objectively makes the game more of the mech brawler most of us dream of. Fight me on the science of that statement and I will Godzilla dropkick you. [*] Ultimate moves in OG Override became accessible when health was critical. [b]In SML a beacon in the arena occasionally spawn and will charge your ultimate meter. It can make that part of the arena contested as you can yeet your opponent away from beacon. The ultimates are definately weaker and have less of an impact, though you can use them more. [i] IMO I do miss the OG cutscenes.[/i] [i] IN MY OPINION, combat in both have their strengths. OG rocket-punches were charming but clunky. It felt kind of like jousting and fencing together, as we approached and tried to beat each other's timing. OG Override felt like a more strategic brawler with its resource management and how you managed the distance between you, like if they were about to get access to their ultimate when your next punch put them at critical health. [b]SML is much more accessible.[/b] I play with my young children and they loved the changes. They had a hard time telling if they're attacks were primed in splitscreen and would mostly mash buttons. It was easy to forget your specials and what they were. Your ultimate was the thing you did before you died. Now they love to spam their favorite broken attacks FML. I can't beat them two on one even if I try. I'm overall happy with the new combat as it has its own depth, though I miss the strategy of the first. [h2] Arenas [/h2] These are more dynamic than the original, with more vertical depth and interactive items. There is also more variety than cities from different regions. These are mostly designed as arenas. [h2] Roster [/h2] A larger initial roster. [b]SML does not have the same customization of OG Override.[/b] OG had a lot of skins that either changed the color or even changed the whole look of the mech. SML only has weird armor bits that have 3 or 4 colors to choose from. [i] IMO this is pretty disappointing for SML. My kids and I loved picking our skins and all of the new armor looks uglier than the base model. I hope skins are added but they don't seem to exist currently. IDGAF about adding hats or bowties.[/i] [h2] Content [/h2] OG Override had a minimal singleplayer campaign, local, and online versus or free-for-all matches. [*]The campaign was super simple with brief missions against waves of bland monsters. Nothing noteworthy. [b]SML has the eponymous League which is a series of matches using its expanded number of match types.[/b] [*]The multiplayer now has more modes, with king of the hill and wave defense. The only loss is that OG Override let players share control of a mech, each taking an arm or leg. It was neat but not very popular. That is all I have to say for now. The expanded content and revamped combat are enough reasons for me to recommend the sequel to fans of the original. Especially if you play with your kids. The league campaign does not seem to be nearly as big as the dev has advertised. The "sponsors" just seem to give you occasional goals with bonuses attached, but I am not very far into it. Note for the dev - add skins back. The armor is stupid.
👍 : 45 | 😃 : 1
Positive
Playtime: 140 minutes
Did you enjoy Override 1, but wish the controls were a bit more fighting friendly? Want some midair combos? Want to play as goddamn ULTRAMAN? This game has stepped up its...game...considerably. More mechs off the bat, a passable League play mode with progression and an an over-talkative cookie-cutter agent, great local multiplayer and plenty of other game modes to satisfy. The league can be played offline or on, a nice touch, and the graphics are above par for any indie fighting game out there. This is one to keep an eye on, to scratch that arena battle itch. It's definitely tighter, more fun overall than the first, and a blast to play.
👍 : 11 | 😃 : 0
Positive
Playtime: 462 minutes
Completely different game from the first. the first game was like a test run not bad but needed more time to mature through the likes of a sequel and then we get override 2 a different game from the first in too many ways and just like the first it feels like it is a test run that needed more work before release both games are like tech demos... they are playable no bugs or glitches from what i can tell graphics are good (better in the first game) gameplay can be fun at times but mostly dull most fun is had with 2-4 player splitscreen especially because the game has no community but as long as you have friends/ family its a non issue however this game ditches the story mode that the first game had in place of a lazy league mode that tries to force online on you and since there is no community you wait for long periods of time for it to stop matchmaking (cant stop it unless you go offline on steam) to fight bots anyway. they also just straight took away customizations from the first game feeling like they are trying to add them later as paid dlc sleezy.... speaking of sleezy devs have a habit of releasing the game and dropping it after release they did it with the first and quickly did it with this one they are no where to be seen dont expect balance patches or qol gameplay changes to advance the game further. +++split screen up to 4players (wouldnt be worth buying otherwise) +big robos +graphics +decent sized roster some missing from the first game though +- different from the first cant say is any worse or better ---missing a lot of customization from the first game --no story mode (was in the first game) -forced online for single player league content with no way to silence annoying manager -lazy bare bones gameplay mechanics with little thought put into it especially for a "sequel" -want currency? prepare to grind forever although not much to buy with it anyway unless you like hats -still no playable monsters until season pass completes you will get 1 -combos are too simplistic, lockon is atrocious and jump button is more like a very short hop -stages are extremely small compared to the first game -dash button doesnt cover much distance and no run button means people are glued to your face both the first and this game could have been amazing or great but both ended up being mediocre at best. dont buy it at all especially without dev support but if you must buy get it on a deep sale 75% off.
👍 : 14 | 😃 : 0
Negative
Playtime: 449 minutes
Override 2: Super Mech League is an extension of Override: Mech City Brawl. For those who have not played Override: Mech City Brawl, Override is cross between Pacific Rim and Rock 'em Sock 'em Robots. Override 2: Super Mech League is mainly about your Mech fighting other Mechs. It's a fun game and I would advise everyone to but this game. After you have purchased Override 2: Super Mech League, you can also buy the Ultraman DLC. I have been a fan of Ultraman for years so I was looking forward to buying Override 2: Super Mech League along with the Ultraman DLC. To be honest, I feel that Override 2: Super Mech League should have been made a DLC to Override: Mech City Brawl. Making Override 2: Super Mech League a DLC as well as the Ultraman DLC would have allowed players from Override: Mech City Brawl to enjoy this experience. Again, I would give this game 9 out of 10 stars!
👍 : 10 | 😃 : 0
Positive
Playtime: 29 minutes
Sadly I cannot recommend this game. Though it is technically a sound game (at least for me) it just lacks so much the original game had. Story mode is gone, now replaced by league which is default PVP. You can press a button to force AI to be your opponents instead but it's weird you have to do that every single match in league. The option to set if you wanted to go online or not would have been nice. The only real sense of progression is earning cash from performing tasks during battles and earning short term sponsors. You then just the use money to unlock basic customisation of the 'mechs and that's it really. I can see it being more fun as a 4 player party game but even the cooperative 3 players controlling 1 'mech has been removed. The maps seems very small compared to the original game and the combat feels more streamlined which sounds good initially but now you can't do things like charge your punches and kicks or do double punches for example. Everything just feels like a compromise to add a few more 'mechs and some Ultraman crossover content. This could have been the next war of the monsters but it just doesn't reach that level of chaotic fun. Hits feel very weak, being knocked into buildings doesn't have the spectacular impact you would expect and matches can be over so quick it kind of ruins the fun. 4 player brawls are just button mashing madness, the AI is wonky in these matches as well being either super quick to react and pummel you with rapid combo's you can't counter very easily or they are braying dullards, standing in a huddle waiting to be punched into oblivion. For the price it is clearly a budget title but I can think of better games with more going for them for the same price. Maybe worth a sale and if you can get some friends to buy a copy each it could be good for the party atmosphere. Otherwise it just isn't worth the time.
👍 : 9 | 😃 : 0
Negative
Playtime: 62 minutes
Like the first game, but this one basically ruined everything that was good about it. I genuinely don't know what the developers were thinking. Everything is now hyper focused on PvP combat, but the combat is so much *worse* than the first game? If you *must* buy this for to feed your collection addiction, wait until it's 80% off....
👍 : 10 | 😃 : 0
Negative
Playtime: 233 minutes
I couldn't wait for this game to come out. I loved the first one. the previews looked great. the game looked faster and way more slick. but when I started playing I realized that they had taken all of the things that made the first game out. the unique way you control your mech was replaced with a much less intuitive faster simpler brawler system. you no longer feel like a huge mech just a generic brawler like every other brawler. they gutted the games mechanics. here is a few of the features the first game had this one doesn't. Co op where each player controls a different part of the robot. feinting. parrying. flying. charging hits. mech pilots and characters. a compelling story. this game is a hollow imitation of the first game with no understanding of its success or its failures. we needed a better marketing campaign to bring in more players to help the matchmaking which is an issue in this game already. we needed you to refine the mechanics you had already in the game not take them all out and reduce it to a button mashing simplicity. much of the game is luck now no skill is needed. additionally the stages are bland boring and infuriating. the ground moves on almost every single level. I've already had opponents get stuck in glitches because of moving parts. a lot of time you are fighting the game rather than your opponent. you can't choose which modes you want to play as they are presented at random. you have to unlock mechs and cosmetics slowly and in a trivial fashion. There was so much potential for this sequel but its clear the developer doesn't know what they are doing or what audience they want to appeal to. stuck in a limbo between casual brawler and fighting game. its clear that modus is in desperate need of better leadership.
👍 : 17 | 😃 : 0
Negative
Playtime: 23 minutes
Put it short. Game looks great, sounds great, weapons are actually nice addition now. And thats all I got from this. The joy I had from playing the first game does not exist in this game. This game has been dumb down, at it shows. Seems more like a "Cash grab" over thought out development. Seeing how the previous game used several years while this took.. what... 1? Here are a list of all the wrongs I found in my short but quick decision of "Keep or Refund" playtime. - There are now only 4 attacks. All tied to the attack buttons. Previous game had 8. No more Charge, or having combos. Only "This button does THIS specific move, and this does that specific move". Sure you can do combos, but... the combos are eh... - Maps are super small - No more overheating. So all the attacking can be spammed. - No more special bar. Only spam. - Ultimates are now not tied to the players health, and more on "who can stand in the special charge circle the longest", which would been better if the maps werent 3 feet bit and if it was removed for charging your ultimate instead of a "king of the hill" thing. - No more Party controlled mech. Which is what I wanted from the Pre-release version of the first game. - The amount of new mechs are so small, it could have been a DLC for the first game, and probably played better. - No more Hover, and no more sprint either. Overall. GG on not building upon what the first game had for it, but remove tons to make a cheap "console arena battle game". For its price, its nice, but compared to the first game, or even all the previews and demo videos of the first game, nah fam. Hard pass.
👍 : 87 | 😃 : 0
Negative
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