
Although occasionally wayward, this works well for the most part and proves a distinct and satisfying gameplay mechanic. Guiding the Overlord with the left stick, you stomp around the lush environment and 'sweep' your minions with the right stick, sometimes bringing the shoulder buttons into play when you require a more precise lock-on. Evidently inspired by Spielberg's naughty Gremlins, these big-eared little munchkins are only too happy to smash anything, inanimate or otherwise, to pieces at your say so. Guided by the hand-wringing Minion Master, you're able to call upon a burgeoning army of smack-happy "minions" to do your bidding instead.

You play the faceless, voiceless, iron-masked brute, the Dark Lord - all flailing, clanking un-sophistication - and you're either too lazy or too cowardly to take on the so-called heroes of the land, the do-gooders who killed your predecessor and wrecked the Dark Tower, which becomes your home and the game's central hub. The idea is to become an all-conquering Overlord, but Triumph Studios dodges tedious fantasy pomposity, mocking itself at every opportunity.

#OVERLORD RAISING HELL SERIES#
Sweeping an army of cackling minions around a series of fiendish fantasy locales was like Katamari genre-fusion, rolling over Pikmin, and bobbling around with bits of Fable and Dungeon Keeper poking out at jaunty angles. Apart from the fact there wasn't nearly enough pure evil in the game, Overlord was one of last year's more enticing prospects.
