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Russian Overkill is an absurdly over-the-top gameplay mod for Doom created by ZDoom forum user PillowBlaster, heading a modding team comprising several members (PillowBlaster included) would subsequently make the other equally over-the-top and highly acclaimed Doom gameplay mods Guncaster and Trailblazer. This mod replaces the standard weapon and item spawns with an impressive variety of extremely, purposely overpowered weapons and items that will tear through, or help you to tear through, any monsters you face like tissue paper, while at the same time supplementing Doom's UI text elements with a vodka-infused overdose of Glorious Mother Russia.

Rather unusually for a Doom mod, Russian Overkill features three playable characters, each with their own unique characteristics, special skills, and starting weapon:

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  1. Yuri Dubienko, the Cyborg: A World War II veteran resurrected with cybernetic technology. Has a built-in Rocket Jump, powerful punch attacks and incredible Fartillery. His starting weapon is a flare gun that fires burning sticky flares.
  2. Alosha Pavlovic, the Commando: A former Spetsnaz member whose "melee" is an array of ''functional'' finger guns. He is also equipped with a regenerating ammo satchel and a pistol that he can hurl like a grenade.
  3. Marty, the Treesagent: A Bare-Fisted Monk who mows down the armies of Hell with his special martial arts, and uses a revolver that can fire heat-seeking missiles out of it's cylinder.

Besides the playable characters and replacement of weapons and items, Russian Overkill also removes the health cap and replaces armor with shields, which also has no cap and protects the player from all incoming damage until fully depleted.

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Although Russian Overkill was considered finished in 2013, the mod remains in semi-active development, with each new update bringing it up to date with the latest ZDoom release at the time, and generally making the mod as a whole feel Progressively Prettier. As of version 3.0, Russian Overkill also includes the following two components that were initially released as separate add-ons for the mod:

  • Reinforcements from Moldova: Adds two extra weapons to each weapon slot (except slot 2), as well as the Hindenburg Two hypernuke item. These are now part of the base mod.
  • Class Patch: Separates the various weapon spawns so each weapon is unique to one of the playable characters. This is reworked to be a toggle in the mod's in-game options menu.

While primarily designed to be run in ZDoom or any variant of it, on top of a Doom IWAD, Russian Overkill also features basic compatibility with Heretic IWADs.

Russian Overkill can be downloaded here.


Real Soviet tropes!

  • Abnormal Ammo: Some weapons use spent shell casings as ammunition.
  • Aerith and Bob: The three player characters-Yuri, Alosha, and Marty.
  • Attack Drone: The Ramjet can shoot itself, becoming a player-guided sniper rifle that you can use to scout the level and shoot at enemies off-screen.
  • Autobots, Rock Out!:
  • Awesome, but Impractical: Some of the weapons are portable nuke launchers, and black hole generators, that can just as easily kill you as they do the enemy.
  • Batter Up!: Just because baseball is the American pastime doesn't mean that Russians can't have a little fun with it. The Excalibat is a baseball bat with a Faceless Eye that is forged from stone and empowered with magical dust that came from Excalibur, which has the ability to fire off ghastly baseball projectiles or slam corporeal, gigantic boulders into the faces of enemies.
  • Beehive Barrier: The Antonov's alternate fire summons an expanding plasma shield made of hexagons which not only deflects demon projectiles, but demons themselves as well.
  • BFG:
    • Can be said about every single gun that isn't a mere Hand Cannon. Some of the largest guns in the mod have a first-person sprite that fills the height of most modern screens.
    • The Hindenburg Two beacon is used as a target for a cannon that launches a Zeppelin-sized bomb. 41,460mm caliber, to be specific. Imagine how big a cannon has to be to launch that thing...invokednote 
  • Bottomless Magazines: Alosha's third starting weapon is a regenerating satchel that can be dropped, then picked up, to replenish ammo. Combine this with the fact that weapons like the Union can use casings to generate health, and Alosha is fully self-sufficient.
  • Death from Above: The Obliterator's tertiary fire drops a beacon that summons three A-10 Thunderbolt IIs to carpet-bomb and pepper everything in the vicinity with their Avenger cannons for about 5 seconds.
  • Disc-One Nuke: Taken about as literally as possible with the Gopnik, which not only shoots disk-shaped mines and has a nuke mode, but is a Rocket Launcher replacement. The very same Rocket Launcher that can be acquired in Doom 2's Entryway.
  • Distracted by the Sexy: Shurricane's secondary launches a slow-moving probe that, when it hits something or is remotely triggered, displays a holographic imp stripper. Nearby demons will turn on each other when exposed to it, and if the infighting doesn't kill them off, then the flame sprinkler the probe emits will.
  • Epic Flail: One of the chainsaw replacements is the Porzygun. Aside from the standard fire, hitting a wall with it will spray off chunks of lethal concrete. The secondary fire allows you to telekinetically pull a far-away enemy to whack them in the face. And the third fire mode has you spin round and round without a care in the world.
  • Exactly What It Says on the Tin: The title of this mod sums it up nicely—using the biggest, baddest, most Russian weapons ever conceived to kill absolutely everything several thousand times over.
  • Fartillery:
    • Yuri's melee alt-fire has him charge up a mechanically-boosted fart that will suffocate nearby demons, as well as propel him into the air.
    • One of the Gopnik's alternate fire modes launches fart bombs. The smell is apparently so offensive that all demons caught in the blast will attempt to end each others' suffering.
  • Finger Gun: Alosha's "shooter fists" is this-except that it fires actual bullets.
  • Freeze-Frame Bonus: Hidden in the last frames of Chton's impact smoke is an ominous skull coming out of the inferno.
  • Friendly Fireproof: Certain weapons that utilize explosive munitions curiously won't damage you if fired too close. A prime example would be the Ullapool Caber, which Russian engineering has improved to the point of negating literally every one of its downsides.
  • Game-Breaking Bug:
    • In versions of Russian Overkill prior to 3.0, the Pantokrator's secondary fire would occasionally crash the game.
    • The sheer amount of damage you can do to yourself from the splash damage of certain weapons, such as the Vindicator, while on "Communism powerful force" difficulty, can very rarely cause the game to throw up an exception, requiring you to restart from your last save. You'll thank yourself for leaving autosave enabled.
  • Gatling Good: The slot 4 weapons are all different varieties of chaingun, the only exceptions being the Union (an assault rifle) and the Antonov (a miniature anti-aircraft autocannon).
  • Glorious Mother Russia: From the weapons and characters, to the menu labels and the intermission and story screens in map packs that use the default Doom screens, this trope is apparent in every second of gameplay.
  • Good Old Fisticuffs: Yuri and Marty's melee, with Marty being more pronounced due to his melee being entirely focused on physically beating people with his body parts.
  • Hand Blast: Alosha's "melee" has him mime various gun-firing motions. They kill monsters. It must be stressed that Alosha actually fires physical munitions when he does his handguns. They even eject casings!
  • Healing Shiv: The Union and Antonov can expend bullet casings to heal the player in various ways.
  • Hidden in Plain Sight: There is an additional difficulty level below "Drunk Simulator", named "License to Kill", but appears as a blank in-game on older versions of GZDoom due to it apparently being represented by a picture rather than normal text.
  • Hindenburg Incendiary Principle: Weaponized with the appropriately-named Hindenburg Two beacon. Hands down the biggest and most powerful explosion Russian Overkill has to offer, and that's saying a lot.
  • Hulking Out: Rather than create a berserk powerup, Russian Overkill gives you a portable Berserker Pack as a melee weapon. Selecting it will transform your character into a Tank with a Megaton Punch, an intimidating roar, and an included music player button.
  • I Know Kung-Faux: Marty's melee attack, Tree-Kwon-Do, is Rapid-Fire Fisticuffs in essence, complete with its own set of Signature Moves revolving around punching and kicking the snot out of everything in front of him.
  • Improvised Weapon: Alosha's Ammo Satchel can be thrown with enough force to kill enemies. It can also be remotely detonated.
  • Kill Sat: Not content with just one, Russian Overkill provides many different varieties, from the Chton's meteor beacon, to the more conventional Planet Cracker.
  • Large Ham: The arsenal itself. What sets Russian Overkill apart from other overpowered weapons mods is the response that shooting any of the weapons have. The sounds are extremely loud, punchy, and wonderfully satisfying.
  • Macross Missile Massacre: Not surprisingly, some weapons have the capability to launch rapid-fire explosive death:
    • Deathhead is a standout example, with its primary fire being a shotgun blast of mini-nukes.
    • Marty gets his hands on this the earliest, as his Silver Hornet revolver's alternate fire unleashes the entire cylinder as tiny missiles.
    • The Shitstorm device will spray a veritable torrent of rockets once activated.
    • A standard part of the Warpocalypse's attack set.
  • Megaton Punch:
    • Yuri's Real Soviet Iron Fist does more single-hit damage than Alosha's Bernie Screamer or Marty's Tree-Kwon-Do. He can also throw the Falcon Punch as a keypress sequence.
    • One of Marty's melee attacks has him punch so hard, it creates a (fake) blue screen of death that momentarily fills the entire screen while most enemies in his field of view get splashed by the punch.
  • Mother Russia Makes You Strong:
    • By using the Vodka item, the player will No-Sell any apocalyptic damage from their own weapons, ranging from the Splash Damage of a nuke to an event horizon. To a lesser extent, the player can also theoretically tank a ridiculous amount of damage without the Vodka thanks to uncapped health and shields.
    • The "Communism powerful force" difficulty sets any damage taken by the player to 0x, which automatically makes them invincible, while disproportionately multiplying the amount of ammo gained from pickups, essentially ensuring they never run out of ammo for any weapon. Not a bad deal for choosing a line of text that praises the power of socialism.
  • Names to Run Away from Really Fast: We have the Deathhead, the Planet Cracker, the Obliterator, and the Insta-Funeral, among other equally ridiculous names. The player probably should follow that trope's advice: using these weapons can and will kill you as well as everything you're aiming at.
  • One-Hit Point Wonder: "License to Kill" difficulty, which sets all monster health to 0.00001x their standard amounts and increases damage taken by 90,000x, functionally making you this.
  • Plasma Cannon: Comes in many different flavors of energy, from Enpro-Ion to Vearetelium.
  • Precision F-Strike: Upon picking up the Gorynch, essentially a 2400-RPM minigun, the game will mention it is known as "The Fucker", due to the fact that firing it will fuck up the skeleton of anybody who is not Russian on both ends of the weapon—the business end because of More Dakka; the holding end because of the recoil from a barrel spinning at the same speed as a jet engine.
  • Purposely Overpowered: A zigzagged example. While you can and will plow through everything on the "Communism powerful force" and "Vodka Overdose" difficulties, the other difficulty levels multiply the health of all enemies to provide a challenge.
  • Rapid-Fire Fisticuffs: One of Marty's melee combos unleashes the terrifying Hokuto Hyakuretsu Ken, rending his victims to mincemeat in a matter of seconds. He also has a less extreme (and easier to execute) bicycle kick combo where he repeatedly kicks everything in front of him with both feet.
  • Recoil Boost: The shotguns pack quite the punch, sending the firer flying back. Taken to its logical extreme with the Quadvolgue, whose four barrels provide recoil so strong it makes the Force-a-Nature cry: it's telling when its tertiary fire is an option to suppress this feature. And this is without the quad-wield alternative fire.
  • Recursive Ammo:
    • This is the concept behind Matryoshka, a chaingun which shoots...chainguns.
    • The Obliterator rapid-fires carpet-bombing jet planes from its many barrels.
    • The Pantokrator alt-fires a gigantic shell that bounces around for 20 seconds, spewing shells in all directions while playing 1812 Overture.
  • Reference Overdosed: The game gleefully rips sounds and sprites from many different other games, and even channels inspiration from sources as obscure as Space Battleship Yamato. Version 3.0 adds a console command toggle that adds even more memes.
  • Revolvers Are Just Better: The three comrades' starting pistols are all some form of revolver.
    • Alosha's revolver, the Screamin' Bernie, fires reasonably powerful bullets. Alt-fire consists of throwing the gun, which then explodes while a new gun materializes in your hand.
    • Yuri's revolver, the Matchstick, fires flares. Alt-fire launches a sticky flare that continuously damages an enemy until they die.
    • Marty's revolver, the Silver Hornet, fires explosive bullets. Alt-fire has you swinging out the cylinder and launching six shots at once.
  • Roboteching: Power Overwhelming's quaternary fire toggles Homing Boolets mode, Matryoshka's secondary fire shoots seeking missiles, the Shurricane and Yamato's primary fire will home in on the closest enemy, with the former tracking the player's crosshair if they cannot find one, and the projectiles spewed by both the primary and secondary fire of the Vindicator will track any nearby enemy.
  • Rocket Jump: Explosions galore, capable of sending you into the sky as easily as they can pound you into the ground. This is the mechanism that powers the Yamato's level-skipping Quantum Jump.
  • Serial Escalation: The game goes from powerful pistols that can one-shot light demons, to rapid-fire tank cannons, to energy weapons that can level entire cities.
  • Shotguns Are Just Better: What's better than just a regular-old shotgun? How about one that fires the contents of ten rounds of buckshot at once? What's better than that? A chain-fed double-barrelled auto-shotty. What's better than a double-barrelled shotgun? One with four barrels. And what's better than that? Four of them.
  • Skull for a Head: The Matryoshka's secondary fire shoots missiles that have skulls on their front. Apparently, they are Revenant skulls, judging by the sound they make when launched, and due to the fact that they're called agitatinginvoked missiles.
  • Some Dexterity Required: Each of the three classes have a set of keypress sequences, ending with Button 1 or 2, that gives them a variety of attacks. Thankfully, the sequences can be revealed by holding down Button 3, and with version 3.0, alternate keypresses are highlighted in a different colour, making the sequences easier to pull off than they were previously.
  • Spontaneous Weapon Creation: Alosha carries a special prototype device that allows him to shoot various guns just by mimicking the gestures needed to fire them. He can also summon various oddities, including Improbable Weapons such as a CRT monitor, a telephone pole, and the concrete donkey from Worms, just by moving in a specific set of directions and Giving Someone the Pointer Finger.
  • Spread Shot: The three weapon amplifiers (Stalin, Trotsky, and Lenin) transform their respective weapons' (Deathhead, Planet Cracker, and Borsch) secondary fire into a shotgun variant. The individual projectiles are reduced in no way compared to their normal counterparts; there's simply more of them.
  • Square-Cube Law: The Ammo Pack runs on a downplayed version of this trope and a subversion of Bottomless Magazines when its corresponding "cheat" modifier is active—each Ammo Pack picked up will double the current maximum ammo the player can carry, so picking up just two Ammo Packs would quadruple the player's starting maximum ammo. This also means that, when playing Russian Overkill on top of Doom II, the player is unlikely to ever run out of ammunition after Dead Simple unless they deliberately try.
  • Stuff Blowing Up: Prepare to make everything explode.
  • Super Mode: The Forksphere powerup allows your character to channel the power of an angry deity of pitchforks, granting you invulnerability, Flight, and the power to spear everything in sight.
  • Tank Goodness: The Pushka (Russian for cannon) is a man-portable tank gun. If that's not enough Tank Goodness for you, an item allows you to summon the Warpocalypse Tank to level the battlefield with overwhelming firepower.
  • Throwing Your Gun at the Enemy: Parodied with Alosha's Bernie Screamer, which can be thrown at enemies like a grenade and explodes just as spectacularly. This is actually the gun's secondary fire and not usually done out of desperation; in fact, the action itself costs ammunition, implying the thrown guns are fully loaded to begin with.
  • There Is No Kill Like Overkill: This is half of this mod's entire spirit, the other half being pure vodka.
  • Unrealistic Black Hole: The Borsch can launch three different varieties of black hole: one which travels along the ground and crushes everything it comes across, one which opens up into a colossal vortex that eventually explodes after vacuuming everything nearby, and an amplified version of the previous which functions much the same, except that the initial projectile explodes into six different cyclones. Since when have Russians cared about physics?
  • Vodka Drunkenski: Drink the water of life to grant your character various buffs. Some weapons also were apparently designed under heavy influence.
  • Wave-Motion Gun: For giant Frickin' Laser Beams that wipe out all life within line of sight, look no further than the Planet Cracker.
  • You Nuke 'Em: The Gopnik's nuclear explosion mode, the Deathhead weapon, and the Quick-Nuke consumable. Because let's face it, this game wouldn't be complete without a nuclear option.
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