If the graphics don’t get one — and if they don’t, one might want to seek medical help — the gameplay should. The first few installments take the alien invasion tower defense genre and creates an offensive adventure that the player manages. Additionally, the game story adjusts as the series progresses, allowing the player to see both sides of the digital conflagration.
There’s no firm word on how long the sale will last, so jump on it while it’s hot; hats off to 11 bit studios!
Why? We all know the elements of tower defense: destroy moving enemies before they make it from point A to point B. Well, how about switching the paradigm a bit… how about making my units the ones needing to make it to a safe point, with the enemy in fixed positions? No, not as great as inventing the wheel, but good enough to get this game a good look in my book.
The storyline will be familiar to fans of the prequel (Anomaly Warzone Earth): alien invasion, with mechanized machines at street level. With top-down visuals, I had to direct my convoy on a number of missions through hostile streets and pathways, using resources wisely to achieve success. Using a planning tool, I had to design a path to wherever we had to get to (airplane, safe zone, etc). The shortest route wasn’t always the safest, as the driveways were lined with enemy gunners. Additionally, I had to watch damage — I had the ability to change the positioning of my vehicles, hiding damaged ones and protecting my big weaponry. My job was to destroy the enemy before they destroyed us and/or prevented us from getting to the mission point. Power-ups and loot appeared on screen, and I was able to accumulate game cash.
I thought is was more than sufficient graphically. The developer did a good job of rendering a conceptual, futuristic war-torn city, and the planning overlays helped to isolate the goodness of the actual fight screen.
“Tower Offense” isn’t a new concept, but really, Anomaly Korea is well worth checking out. It is a fun game, with well-thought out ideas.