Behind the scenes with Modus Studios Brazil and Override 2

In December 2018 the world was introduced to Override: Mech City Brawl, a 3D fighting game which let players pilot skyscraper-sized mechs.

In December 2020 its sequel – Override 2: Super Mech League – will arrive to improve on the original and give those who missed the first game another chance to jump into things.

Aside from the allure of smashing giant robots together, developer Modus Studios Brazil recently announced something rather promising in a crossover with famous Japanese franchise Ultraman.

To learn more about the games development and this crossover we interviewed general manager Rafael Gatti, remotely of course.

Hypertext: At what point was the decision to make Override 2 reached? Was a sequel ever in mind when the first game was being worked on?

Rafael Gatti: When we were working on content for DLC on the first game, there were some ideas we wanted to try and develop as well as some of the community feedback, but we felt it would be something more fitting for a sequel than an expansion, as it would give us the freedom needed to try out some deeper changes.

Hypertext: The developer of Mech City Brawl was The Balance Inc, which developer Modus bought and renamed Modus Studios Brazil. Did this change have any effect on development? Is any of the same talent working on the sequel?

Rafael Gatti: We have a great partnership with Modus since the first game, if anything this change solidified and boosted the development work on the sequel. Rest assured that all the staff from The Balance Inc is part of Modus Studios Brazil and is working on delivering the next Override.

Hypertext: The concept of a league involving battling mechs has been explored a few times in the past before. Did any one property influence this and the singleplayer of the game?

Rafael Gatti: For the league, not anything in particular, we just wanted to convey that classic sports league experience: sponsors, fans, clubs, arenas, tournaments… A more upbeat and competitive take rather than a war against aliens like in the first game.

Hypertext: What’s the single best improvement in this sequel compared to the first game?

Rafael Gatti: It’s hard to point out the single best improvement, but what stands out is the revamped combat system. We’ve incorporated a lot of ideas from fighting games—like grabs and command moves—while making sure the game is still easy to pick up and play, but deep enough for mastery. We’re launching with a large roster of 24 new and returning mechs, each with their own unique moves and special attacks.

Hypertext: How will skins for your mechs work in the new game? Can they entirely be earned by playing or will they be purchasable with real world money?

Rafael Gatti: Skins and other cosmetics are earned entirely by playing—there are no microtransactions. There are some cool changes to how you equip cosmetics in Override 2 that give players more freedom to customize their mechs. We are excited to reveal more soon!

Hypertext: We know the full roster is still a secret right now but please tell us MetaGeckon will return.

Rafael Gatti: We have a large, diverse roster of 24 mechs with many returning mechs, new mechs, and Ultraman characters. Stay tuned for announcements!

Hypertext: Will the co-op mode return, which let multiple players control one mech Voltron style?

Rafael Gatti: We have new co-op modes! We listened to the community, and in Override 2 you’ll be able to battle against waves of foes alongside other pilots in a new mode called Xenoswarm.

Hypertext: Weapons found in stages were a big part of the first game. How has this system changed for the sequel?

Rafael Gatti: For the sequel our aim was to make weapons more unique and appealing during a fight. Each weapon has a set of unique attacks and effects, so it’s no longer just a matter of reach or damage.

Hypertext: In terms of hardcore competitive play what can you tell us about Override 2?

Rafael Gatti: The netcode has been completely revamped to use a custom rollback system inspired by GGPO, dramatically reducing lag in online play. The combat was also reworked to have a greater focus on player skill through a new combo system and other mechanics from fighting games like grabs that allow smarter gameplay and mind games.

Hypertext: Let’s talk about Ultraman. How did the crossover with this franchise come to be?

Rafael Gatti: Tokusatsu was big in Brazil when we were young–a lot of us were fans of the genre growing up–so when Ultraman came up as an opportunity, we were very excited! It’s also a great chance to introduce the first playable kaiju—Black King!

Hypertext: Ultraman has been around for a long time and has countless iterations. Why was the Netflix show chosen as the basis for the crossover?

Rafael Gatti: The ULTRAMAN Netflix series did a fantastic job of continuing the spectacular and large scale battles the franchise is known for. With the transition to more of a mech style aesthetic, we thought this iteration would be a perfect synergy with Override.

Hypertext: If you could snap your fingers and make any crossover happen, what would it be? And why is it Pacific Rim?

Rafael Gatti: Haha, Pacific Rim for sure would be great. I’m personally a huge fan of mechs vs kaijus fights, so I’m up for anything in that ballpark. We’re particularly fond of Tengen Toppa Gurren-Lagann–it would be totally awesome to have a crossover with that universe.

Hypertext: What’s your favourite mech, outside of any of the ones in Override 1 or 2?

Rafael Gatti: Jehuty and Anubis from Zone of the Enders, I can’t choose between those two, haha.

Override 2: Super Mech League will launch in December 2020 and it will be available on just about every platform: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One and Xbox Series X/S. Check out the official site for more including sign ups for future betas.


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