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Anomaly: Warzone Earth: Review

Tower Defense today is little surprised. The idea is too clear, and the gameplay gets faster than you detect a hundred towers. Such games do not develop strategic skills, but dexterity and ability to add defensive turrets to quickly and thoroughly. Typically, projects made on the basis of the only concept are considered to be genre processes, but not by something independent. Let in this case there are respected representatives like Rampart or Master of Defense, but the mind steadily throws the thought that

the same mods and cards for Warcraft 3 or Starcraft is enough to understand – the Tower Defense genre cannot amaze. He is only able to occupy for a while, and then he will be sorry. But not all developers are ready to come to terms with such truth. Moreover – some are ready to completely change our opinion about the games of a similar sense. What I did 11 Bit Studios. The studio acted simply and at the same time innovatively – released a kind of “Tower Defense on the contrary”.

Do not defend yourself, but attack!

Anomaly: Warzone Earth (Further – A: We) – this is not about how to prevent a dense stream of weaving, crawling, stealing and sometimes even running around the creatures. Not about how to beat the wave behind the wave, placing the turrets and in a hurry switching from one edge of the map to another, plugging the places that have leaked in the defense. The game makes it possible to feel what it is – to control the stream itself, from which in the usual Tower Defense you have to escape.

And what is it? Yes, it’s creepy and at first even fun. To advance is always more interesting than defending yourself. Mechanics A: We such that the detachment entrusted to us is not an uncontrolled grave-mass, which, as is usually the case, crushes power fortifications with the amount.

So, a combat unit, which includes exclusively wheeled vehicles, can be made up of the following elements. There is an armored personnel carrier – speedy, damage does not apply little, but strong. It is best to put it first. There is a rocket launcher – it hits much stronger, but also spoils quickly. In order to somehow reduce the chance that the main combat unit will be destroyed, its armor should be “reinforced” by the generator of a special energy field. It “covers” only two nearby objects in the chain. Later, you will still have Japanese tanks and other self -propelled flamethrowers.

You rule the ball – a stranger in a combat suit in which health is regenerated with the speed of mating rabbits. The main character is a kind of expanded version of the Ghost from Starcraft 2. He knows how to cause not only artillery support, but is also the only and indispensable guardian for the entire convoy. Our main duty is to ensure its unhindered crossing from paragraph A to paragraph B. There will be a lot of barriers on the way. And almost all of them are defense turrets of various stripes, sizes and rate of fire.

Rush’s tactics do not work here – they will kill in the first collision with three guns. Additional opportunities come to the rescue. Say, you need to somehow distract the attention of plasmomet to overcome the road section. You mark the desired area and drive a deceived trick – a fake unit appears on the map, to eliminate which one turret switches. And the entrusted detachment without fear calmly moves towards the goal.

Another situation is – there are too many animal fighters around, and the same “false raccoons” will definitely not be enough for everyone. We click on the support icon, which is responsible for activation of the conditional, so to speak, smoke curtain (because there is no animation and at all – only the lighting of the region with a colored circle), and the entire convoy moves under the cover of an invisible camouflage.

If your wards are still hooked by enemy fire, activate the area of ​​repair in the same way – and everyone who passes through it will automatically correct their “health”.

So we described the main elements of the local game mechanics. Everything is simple. At the usual levels of complexity A: We It does not present any difficulties – you can safely clamp Shift to accelerate and have time to arrange protection in time.

War Mirkov

If you think that in A: We The plot is not the most important and burning topic, you will be right. On duty, we are obliged to tell about him. In the game, there is a completely cute nonsense about a sudden threat. Everything begins in Baghdad. A group of peacekeepers from Great Britain was sent to control and track, imagine an alien invasion. The endless spaces of the cosmos to the sinful earth were sent capsules, which, when opened, were disclosed by the very turrets ..

The story campaign is divided into two stages. First, we measuredly jump into unknown abnormalities and turn off the reactors for recharge, regularly losing everything acquired when switching to the next level. The situation is somehow straightened when the action is transferred to Tokyo. There are more fun missions – like accompanying a hit aircraft or crossing over the bridge for a while. It is also not necessary to collect a detachment either – now it is carefully preserved from the assignment to the assignment, introducing only new conditions for passing.

IN A: We There are even negotiations on a walkie -talkie. More precisely, the entire dialogue of them consists. For real people are not to see here (except for the controlled shortness in the supercostyu). The restrictions in the budget make themselves felt, but we are almost not offended. But the ability to play a joke of the scriptwriters is not enough. They can only squeeze out the predictable gags about Japan and land or “that thing” is larger than “my aunt’s boobs”. It comes that it is especially incredible, to the direct quoting of the Apocalypse Today ” Francis Ford Coppola. What phrase the plot writers remember A: We, It is easy to guess.

The game ends quickly. You already get used to an uncomfortable look from above, a tactical map without a “zoom” and try out of politeness sometimes even read subtitles … With your main duty – not to get bored – the project copes well. Many representatives of the Tower Defense genre suffer from a monotonously killing monotony stretched for long hours.

Japan, destroyed houses, the car randomly knocked down in a heap … If you squint, it will quite fit the picture in Google Earth.

Tower Defense on the contrary – this is amusing. To advance in most cases is more interesting than to defend. Anomaly: Warzone Earth passes quickly and painlessly. It is pointless to make serious complaints to her – for her class, she is very good, and given the lack of fresh ideas in the genre, it is completely boasted. For which he receives an appropriate assessment.

Pros: A good approach – Tower Defense in the opposite direction;The game does not have time to get bored;A couple of interesting missions in Japan;hurricane speed and dynamics.
Cons: Another hour – and the game would definitely be tired;In an inconvenient camera.

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