


Overall, I rate it as an "enjoyable" experience, with some gameplay downsides and the emotional impact of a wrecking ball. I think of this as a presumptious accusation and see the game for what it is: an authorial attempt at a very peculiar kind of game, which tries (in true japanese fashion) to mix elements of innocence and feel-good emotions, representing the outer shell, both of the game's aesthetic and setting and of its troubled protagonist, and dark and sensitive themes, as the main core of the game's experience, which force the player to reflect upon the condition and suffering of certain individuals in our modern society, attempting to depict their discomfort without much sub-context to it, providing a purely unnerving experience that will shock many even more than a game like DDLC would.
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Some reviewers have criticised the game and its authors, claiming their intent was to create a misogynous revenge-game towards the stereotype of the modern e-girl. Through P-chan, the player is able to (in)directly control Ame's life and is therefore deeply involved in the outcomes of her actions, which makes it all the more difficult and heavy to watch, in some cases. On the other hand, the player character (P-chan) is supposed to be her boyfriend, who also acts as her manager, on whom Ame is completely dependent both emotionally and technically in order to fulfill her desire to become a renowned streamer. The portrayal of Ame, the main heroine, is disturbingly realistic and depicts a young girl affected by a serious personality disorder with comorbid use of substances and instances of self-harm. The real crème of the game is in its themes. The soundtrack is ok, some people are really into chiptune, but frankly it's not my cup of tea. Although enjoyable during the first few playthroughs, if one seeks to achieve every possible ending, it will become clear that there's not much replayability value and every playthrough will become a sort of tedious chore to get to the end. The gameplay is a stripped-to-minimum take on the managerial sim genre, but is much closer to an ADV visual novel with heavy emphasis on choice-making. There's just something extremely nostalgic and comforting to this type of artstyle, which makes everything that happens in the game that much more excruciating and bizarre to withstand. I have a soft-spot for the kind of retro 90's-early 2000s aesthetic of the game, which is very reminiscent, to me, of another similar game, "Va11 Hall-A". While in Needy Streamer Overload (NSO) you have actual agency over the course of events and that makes it much more disturbing. In DDLC, you are just a mere spectator of events and you are baffled by what happens as much as the in-game characters. And while it is easy to make the association between anime, visual novel and disturbing content, I think they are very different games. And while it is easy to make the association between anime, visual novel I've heard some people talk about this game as a successor to DDLC. It suggests that this image was the title screen for the game until late in development.I've heard some people talk about this game as a successor to DDLC. Parts of this image are visible in the review of the game in the September 1995 issue of CU Amiga magazine, which is clearly an unfinished build as it includes early weapon graphics. The red alien pictured actually exists as an enemy in the development files. As such the development files comprise of a dump of a directory from his hard drive. Alien Breed 3D (and its sequel) was mostly the work of one man - programmer Andy Clitheroe. It also includes the original game's cut theme music.
#NEEDY STREAMER OVERLOAD CODE#
This includes various old code and builds from demos, as well as lots of graphics for unused enemies. While supposedly a release of the source code for that game, in fact the original game's code and assets are also in there (as the sequel was clearly built on top of it), and if anything, there are actually more unused files from the original Alien Breed 3D than the follow-up game included. The complete development files for Alien Breed 3D II were officially released on the cover disc of issue 95 of Amiga Format magazine, in February 1997.
