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Russian Overkill is an absurdly over-the-top gameplay mod for Doom created by ZForum user PillowBlaster. It replaces the standard weapon spawns with an impressive variety of different, extremely powerful weapons which will tear through any monsters you face. In addition, you can also play as three different characters, each with their own nuances and unique mechanics. Needless to say, there is a lot of content in this mod.

Russian Overkill can be downloaded here.


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Real Soviet tropes!

  • 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 an iron-studded, cursed baseball bat with the ability to fire off ghastly baseball projectiles.
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  • 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.
  • Bottomless Magazines: Alosha's third starting weapon is a regenerating satchel that can be tossed to give him some quick ammo. Combine this with the fact that weapons like the Union can use casings to generate health, and Alosha is fully self-sufficient.
  • Catharsis Factorinvoked: Russian Overkill is not a mod one plays for the challenge. It's a mod solely designed for the most over-the-top violence one can have. There's even a special gameplay mode that replaces all weapon drops with the game's six different BFGs, as well as upgrading most health kits to Supreme Healths.
  • Cluster Bomb: Because nothing says overkill like exploding explosions that explode into explosions! (Yes this is an actual thing in the game. Just look at Colonel Pillzkanone)
    • The three Weapon Amplifiers (Stalin, Trocky, and Lenin) transform their respective weapons' (Deathhead, Planet Cracker, and Borsch) alt-fires into a cluster variant. The individual components are reduced in no way compared to their normal counterparts; there's simply more of them.
    • Beef Supreme fires rockets that explode into explosions. Hindenburg Two functions mostly the same, only scaled up to nuclear levels.
  • 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, displays a holographic imp stripper. We're serious. 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: Russian Overkill.
  • 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.
  • Freeze-Frame Bonus: Hidden in the last frames of Chton's impact smoke is an ominous skull coming out of the inferno.
    • Speaking of hidden skulls, the Matryoshka's secondary fire shoots missiles that have skulls on their front (hidden due to the fact that this end is pointed away from you most of the time). Apparently they're Revenant skulls, judging by the sound they make when launched, and due to the fact that they're called agitating missiles.
  • 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-Breaker: The entire mod is one big "fuck-you" to the challenge of standard Doom gameplay.
    • Aside from the rather intensive arsenal and the removal of the maximum health and armor limit, you also have a jetpack, and several methods of Recoil Boost which the game encourages you to use, to subvert the usual flow of maps. Taken Up to Eleven with the Yamato's "Quantum Jump" feature, which skips the level outright.
  • Gatling Good: The slot 4 weapons are all different varieties of chaingun, the only exceptions being the Union and the Antonov.
  • Glorious Mother Russia: The single greatest example since Red Alert 2.
  • 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. This kills people.
    • It must be stressed that Alosha actually fires physical munitions when he does his handguns. They even eject casings!
  • Healing Shiv: Following from above, 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", mentioned internally as "License to Kill" but appears as a blank in-game 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 Berseker 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.
  • 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. Shurricane's tertiary fire functions in a similar way.
    • A standard part of the Warpocalypse's attack set.
  • Mother Russia Makes You Strong: Needs no explanation; this trope is apparent in every second of gameplay.
  • Names to Run Away from Really Fast: We have the Deathhead, the Planet Cracker, the Master 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: The Hidden in Plain Sight "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: The Gorynch, essentially a 2400-RPM shotgun, is nicknamed "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.
  • 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 ideology 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.
  • Revolvers Are Just Better: The three comrades' starting pistols are all some form of revolver.
  • Roboteching: Power Overwhelming's quatenary fire toggles Homing Boolets mode, Matryoshka's secondary fire shoots seeking missiles, and the Shuricane's primary will home in on the closest enemy, tracking the player's crosshair if they cannot find one.
    • So does Yamato's primary fire!
  • 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 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.
  • Spontaneous Weapon Creation: Alosha's "Screamin' Bernie" revolver can be tossed as a grenade a la Tediore weaponry. This seems to be Alosha's signature ability, as elaborated in Bottomless Magazines and Hand Blast above.
  • Stuff Blowing Up: Prepare to make everything explode. EVERYTHING.
  • Super Mode: The Forksphere powerup allows your character to channel the power of the invincible god of pitchforks (probably Caleb from Blood) as you fly around the map and 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.
  • 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 innovated 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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