The fact that the game has a relatively small number of phrases that it repeats for events such as a power core returning to your base does not help matters either. As mentioned previously, the voice overs for the game are not great, and the sound effects of the different towers sometimes get muddled together. The map backgrounds are also good looking. The difference between different types of towers and different types of enemies is very clear, and the fireworks from the towers’ attacks is satisfying. Graphics and Soundĭefense Grid’s graphics are one of its strong suits.
This forces you to create new strategies for maps you’ve already conquered.
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Before you begin a mission you can select different scenarios, such as having a very limited number of resources, not being allowed to fully upgrade your towers, or not being allowed to use gun or cannon towers. On the upside, there is plenty of replayability in the campaign mode. While the campaign mode did need some sort of wrapping to justify the changing maps and landscapes the wrapping provided is nothing spectacular. I did not particularly enjoy the voice acting or characters and the story was relatively generic science fiction fare.
Unfortunately, the the game’s storyline does not impress as much as the gameplay. It does a good job of easing players in to the game and making sure to challenge without overwhelming. The game’s campaign is composed of twenty missions of increasing difficulty. Things start off simply, but the game forces you to get creative by the end.
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The PS4 version of the game had controls that felt much smoother than the PC, which is a point in the console version’s favor. Sometimes the cursor moved just a little differently than I thought it should, or it took an extra click to do something. The game’s controls were clear and worked, and I never struggled to do anything when I tried to, but it felt just a little bit clunky. One of the main flaws with the game however, came from the controls. This provides some extra interaction beyond deciding where to place and upgrade turrets. Depending on the commander you select prior to the mission, this ability can range from a suborbital cannon to a buff to nearby towers to a drop of extra resources.
Another fun feature is the ability to use a special power on a long cooldown. Taking advantage of this ability is essential to completing the more difficult missions in the campaign. By strategically placing towers, it is possible to force them to take longer paths, providing more time to try to take them down. One thing I enjoyed about the game is the ability to reroute the attackers. Each tower can be upgraded during gameplay to be stronger, and completing campaign missions unlocks passive buffs for all towers of a certain type, making them more effective without increasing the price or requiring in game upgrade. Gun towers are medium range all around towers, cannons are slow and powerful, meteors are long ranged, but can’t hit things near them, temporal towers slow nearby enemies, and so on. On the topic of tower types, DG2 boasts 10 different types of towers with varying strengths and weaknesses. The spots where you can place towers are clearly indicated and are placed to force you to make difficult decisions about where to place which type of tower. The maps are well designed and increase in complexity over the course of the campaign. Defense Grid 2 captures this concept well. Tower defense games have a simple concept, protect your base from a continuous flow of invaders by constructing towers that have varying capabilities. Tower Defense games are a classic of the flash game genre but does the charm of the genre transfer to a retail release game? I reviewed Defense Grid 2, the new game PC, PS4, and Xbox One game from Hidden Path Entertainment to find out.