Showing posts with label tower defence. Show all posts
Showing posts with label tower defence. Show all posts

Wednesday, March 7, 2012

Defenders of Ardania Coming to XBLA and Windows PC on March 14


Defenders_of_Ardania_logo_White
The critically-acclaimed iPad sensation, Defenders of Ardania, has been out on the iPad for a while now and is garnering the attention of strategy gamers everywhere. It was instantly recognized as a quality Tower Defence game with a twist, you control only one faction on a field full of other towers. You send your troops across the perilous paths of traps laid by your enemies and set down damage-dealing towers of your own as one of several unique factions making up the denizens of the Majesty universe.
This recent hit now has a date connected to the release of its XBLA and Windows PC iterations, March 14! The wait is almost over and to celebrate, Paradox Interactive has graced us with a new gameplay video. Let’s take a look:
** Originally published on levelsave.com **

Thursday, February 9, 2012

Sanctum 2 is Coming to PC, XBLA, and PSN


Sanctum Logo
Some of you may know that Sanctum was one of my picks for Game of the Year, so I am definitely excited to announce that one of my favourite genre-defying Tower Defense / First Person Shooters for the PC has a sequel on the horizon. Developers Coffee Stain Studios, have signed on with Reverb Publishing to create Sanctum 2. Princes among recent indie developers, Coffee Stain has produced one of last year’s best multiplayer experiences. Reverb, being always on the lookout for innovative and fun IP’s, has recently published Dungeon Defenders for PC, another Tower Defense game that elevates the genre with it’s RPG-like leveling system and quirky graphical style.
This time, it’s coming to PC, XBLA, and PSN.
In the words of Ted Lange, executive producer of Reverb Publishing,
“Sanctum has been a huge success on Steam for Coffee Stain Studios, and bringing the next version to console players as well as the PC market is a great next step to share this unique experience. We all have logged quite a few hours with Sanctum and can definitively say that what Coffee Stain has in store for Sanctum 2 will blow the minds of Sanctum fans and new gamers alike.”
Reverb Publishing: http://www.reverbpublishing.com/

** Originally posted on Levelsave.com **

Wednesday, December 14, 2011

Review: Defenders of Ardania

** Originally posted on levelsave.com **

Defenders of Ardania is a beautiful tower defence game set in the world of the Majesty series. Paradox Interactive (Magicka, Crusader Kings II,) bring us a TD game with a twist. You play as one of three factions: Human, Nature, and Underworld to defend your sanctum against incoming would-be marauders. The difference here is that you also send forth waves of enemies to crush your opponents, lending some light RTS elements into a saturated and stagnating genre.


This game is presented very well. Colourful, vivid scenery comprises each level. There are three distinct level styles, one for each faction: Humans have their city streets and farmland, Nature has the lush greenery of the jungle, and the Underworld have their dark citadels and dead landscapes to oogle, ensuring you will never get tired of looking at these beautifully rendered environments.
The music is something else, too. An epic soundtrack heightens the feeling of heroicism, especially int he campaign mode, since mid-level battle tends to be a little dry and straight-forward against the AI. The sound effects do their job well, and blend into the music.
Ah, but the voice acting is terrible. I HAVE heard worse acting, but only in Japanese bullet-hell shooters that have been localized for North America on a near-nil budget.
That being said, the dwarves end up being ridiculously funny, giving you quests to secure beer instead of actually helping you investigate the main plot. Their awful, awful Scottish accents only lend to their drunken, uniquely dwarven charm.
The level selection screen is a nicely painted map that is a pleasure to scroll through. There is none of the interactiveness that you find in other Paradox games, (Crusader Kings, Sengoku,) but then the game doesn’t take place on the overworld map. It’s not even a flaw.
Defenders of Ardania is played very much like other tower defence games. Units walk along the shortest route to your citadel along divergent paths, which you can change by putting shooting towers in the way. But there is a slight difference: You are also sending out units to annihilate the opposing sanctums. This kind of game has been done before, but not quite in this upgradable, heroic, RPG-style manner. I say upgradable because there are successively tiered unit levels as in other TD games there are different tower tiers. Sending out ten units of any particular type will upgrade the unit type, making them tougher, hit harder, and cost more resources than their predecessors. This can be done three times, at which point a heroic unit becomes available. All of the heroic units have special capabilities, are much tougher to kill, are incredibly strong, and cost vast amounts of resources to call forth.
The heroic units are not quite as expensive and rare as the spells. Spells which heal and hinder can cost most-to-all of your resources to cast and on top of that have a cooldown time. This ensures that you can’t spam a healing spell if you are being pummelled. I feel Paradox has done this to add balance to the factions and also creates a more thoughtful, strategic game.
The two complaints I have about the gameplay is so niggling, I wondered if I should include them… But of course I will! Basically, you can only upgrade your towers once. Also, you are only allowed to have very limited towers on the map at once. This creates a flat, ceilinged tower strategy in dual-player matches. Once your towers are placed and upgraded, there is no need to change them up unless there is a gaping hole in your defence that needs to be patched. This leaves you with nothing to do but to spend all your time on the unit menu upgrading and spamming soldiers and dwarves onto the map. Though during four-player matches, I am grateful for this limitation. The chaos of having four people all building towers on the same small board and sending out wave after wave of units is more than my poor brain can handle.
The game modes aren’t all that varied, but they tend to be fun anyway. All modes are played on the campaign maps that have been presented in the main story-line with no extra challenge or multiplayer exclusive levels. Trying to find multiplayer matches is difficult, since the servers are devoid of open lobbies looking for players. Make sure you make a date with a friend to experience four-player chaos, it is well worth it.
The single player game modes include:
  • Campaign, which is straightforward Defenders of Ardania against an AI enemy.
  • Limited Resources, which increases starting resources but eliminates any way to gain more over the course of the game. This leaves you with some tough choices to make.
  • Survival, which is pure tower defence. Sending units is disabled and the enemy comes in ever-toughening waves which never end.
The multiplayer game modes include:
  • Full Frontal Assault, which is an every-player-for-themselves, deathmatch style game
  • 2 vs. 2, team deathmatch.
  • Team Survival, as single player but you co-operate with a friend in order to survive tougher and tougher waves.
  • Sudden Death, which can be added on to any of the other multiplayer modes. This function reduces all sanctum’s HP to critically low levels, creating a sense of immediacy and real urgency during the first few seconds of the game.
As tower defence games go, this isn’t the best one on the market, but it makes up for that by being slightly left of centre within a recently saturated genre. I can only givew credit to Paradox Interactive for participating in the evolution of the TD game, when they could have just built on the already perfected defence genre. If you’re a fan of the genre, I’d keep an eye out for this game.
Defenders of Ardania is available for PC and iPad, with PSN and XBLA versions coming soon. The PC version was used for review.

Tuesday, November 29, 2011

Hands-On Preview – Crusader Kings II

** Originally posted on Levelsave.com **
Paradox Interactive is one of those game companies which can really appeal to some gamers. With their often intricate gameplay, rich political worlds, and clean macro- and micro-level strategy, proponents could sink days at a time into Paradox’ titles. Crusader Kings II is no exception.
Having beautiful visuals, epic music, and the most menus I have ever seen in a real-time strategy game, the game invokes a feeling similar to King of Dragon Pass. Loading this up for the first time, I felt like I was being transported back to a time when PC games were very distinctly not console games. Having said that, I stand firmly in the percentage who don’t enjoy their games as much as others could.
Crusader Kings II is a menu-driven, pauseable, real-time strategy game based on the Middle Ages during the time of the first crusade all the way through to the third. Realizing what it was, my eyes immediately glazed over as I began to expect a long lecture in a droning monotone. The game doesn’t quite deliver on that front, but there isn’t any changing that fundamental, titular basis.
I was bored to tears during the first hour of play as I struggled with the steep learning curve of the game, as well as my total lack of knowledge about the subject matter. Selecting only the very easiest historical figure to play with, (a long process in itself, as there are seemingly endless dynasties to start with,) I began my history lesson. There was a lot of guesswork as I tried to marry people off to neighbouring dynasties. My bid for filial bonds between myself and some of the other powerful countries was met with total denial unless I agreed to marry way under my station. I did enjoy having the power to end plots to end my life, which were propagated by my own vassals, by simply demanding that they do and then marrying them off to some low-life courtier who resides halfway around the world, thereby getting rid of them and the problem pretty thoroughly. Getting more into the career of my dynasty, I began to succeed in blending my blood into a rival faction, hoping to gain power in their houses and eventually usurp their leaders, replacing their rule with my own. That didn’t quite work in the way I imagined, and I ended up losing the game very quickly. After three similar dismal failures, I honestly began to hate the basic game.
The visuals are pretty stunning, I must admit. The map is so huge and highly detailed that the game seems more a container for the interactive cartography than a surface upon which the game is played. The mountain ranges and other topographical features serve to texturize and flesh out the look of the game. I have spent a long time just flipping through the county status screens, which are accessed via this beautiful map. The menus themselves are also very pretty. Using retro-style portraits for each individual character is a nice touch, you will never see one used twice for any of the adults, (the children are all standardized male or female “child” avatars though.)
This game’s sound deserves some note. The music is very epic and deserves the highest rating it could possibly be given. Sitting there for hours, clicking through menus without much attachment to what I was doing, the music made the game playable for me. The sound effects seemed jarring and tinny when played alongside the music, and listening to that blend of sound was a little like having braised striploin and Kraft Dinner for supper. Clicking through the character selection screen will play a single harp note, multiple clicks reveal a song being played. I spent a good, long time clicking through this menu rhythmically until I was satisfied that this is one of the best functions in the entire game.
The gameplay was a deep, menu-driven experience. It suits the style of the game, though I was constantly wishing there was more action to be had. The game is paced slowly and can actually be paused to issue commands and react when news of war or plots pops up on screen, enabling you to react instantaneously to anything. The steep learning curve could be off-putting for new players, but may actually appeal to Paradox Interactive’s more dedicated users. The amount of characters, counties, and titles might be daunting for anyone other than a History major or an eidetic memory and a Wikipedia account.
Given how good the music and the visualization of the world are, as well as how little fun I actually had while playing this game. I give it a 6 out of 10.
Big thanks to Gamersgate.com for the pre-release copy of the game.