Upgrading units is quite expensive, and acquiring even small amounts of money often requires detours through dangerous territory. You can upgrade your units as each stage progresses, although this comes with its own set of caveats. Since the towers appear in a variety of different positions, configurations, and combinations, finding the right mix of routes, power-ups, and squad compositions for each encounter can be tense, but ultimately feels rewarding. A simple repair radius will keep your machines alive long enough to take down a Blaster, while a smoke cluster or decoy target can divert more powerful adversaries. As the commander, you can use a variety of supportive techniques to help bring them down. Ubiquitous Blaster towers sit still and fire moderately damaging projectiles, while hulking Behemoths can tear through multiple units, but take a long time to aim. Like your units, each enemy tower has distinct strengths and weaknesses. A number of different enemy towers hamper your progress, from stationary turrets, to forward-facing particle beams, to enormous cannons that attack multiple units. Once you’re en route, though, everything fits together nicely. Mapping routes is easily one of the most unwieldy parts of the game, as the levels are often huge, and the default route will invariably lead you down a circuitous path of enemy kill corridors, often ending in unhelpful cul-de-sacs. More advanced units become available later in the game, including short-range, fire-spewing tanks and supportive Supply Trucks, but each one feels well-balanced in terms of cost and utility.Īt the beginning of each mission, you’ll map a route for your units to follow through the twists and turns of Baghdad (and later, Tokyo). The versatile APC, for example, can soak up a lot of damage but chips away at enemy health slowly, while the Carrier mech tears through enemy defenses but can only withstand a few hits. Rather than an unending stream of minions, the commander can summon only a handful of units to tackle the alien towers. Your avatar can soak up an impressive amount of damage, but is unable to dish it out in turn this is where a collection of varied, upgradeable vehicles comes in. You control the 14th Platoon’s commander, and can run freely around the map, drawing fire and collecting power-ups. While the game’s difficulty ramps up very quickly, the basic structure of each mission remains the same from start to finish. The script is nothing special, although some emphatic voice acting propels the interesting narrative and provides a few chuckle-worthy one-liners. Like any good sci-fi story, the initial setup carries it through the first act, but a decent plot twist about halfway through the campaign will keep most players hooked until the end. When a mysterious ship crashes in Baghdad, you lead a team of Armored Personnel Carriers (APCs), missile-launching mechs, and energy shield carriers to investigate and destroy a variety of alien defensive structures. As it turns out, knocking down towers can be just as much fun as building them up.Ī:WE casts you as the commander of the 14th Platoon, a near-future British military outfit charged with keeping the Earth safe from extraterrestrial threats. Rather than building a series of structures to repel an enemy invasion, this game puts you in the shoes of the aggressor. A:WE is technically a tower defense, but only because there’s no real term yet to describe what it does. This strategy title comes by way of Polish developer 11 bit studios, and proves that creativity, innovation, and fun are alive and well in the downloadable market. ![]() The tower defense genre may be nearing the point of market saturation, but according to Anomaly: Warzone Earth, there’s still plenty of room for a new spin on the idea.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |