Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A lesser/more minor complaint would be that many of the levels feel a little restrictive in the freedom of getting creative with your "maze" - and the few that do allow you to build an interesting maze (that can be different in design every time you play), are actually quite short. Sanctum 1 felt that way on a few levels too, but not quite so many.
I haven't tried sandbox mode yet, I wanted to play through the "game proper" as intended first (like with the first one), and level up my character etc... if Sandbox mode is still fun/challenging, whilst also feeling more like the first game, then I'll be very happy.
I realize that everyone has their opinion and some people like Sanctum 1 more than Sanctum 2. That's fine and perfectly valid. Sanctum 1 is a tower defense game with a minor shooter element. The biggest difference between it and a traditional TD is the perspective-you're still relying on your towers to do 90% of the work on a given map.
Sanctum 2, on the other hand, is about 60/40, still leaning toward towers. It's a different balance of genres and the RPG mechanics are much stronger. In Sanctum 1, you could get a huge amount of towers in your loadout and build as many in game as you had blocks. This made mazes giant, monolithic damage constructs that had very little variety from loadout to loudout since you had access to a vast selection of towers. In Sanctum 2, by imposing limits on which towers you can build and how many you can build, the player has to make significant choices and craft a lean, efficient build. You have to choose towers that fit your character/playstyle and place them strategically, rather than just carpet the map with them.
As far as a "REAL" tower defense feel, I think that Sanctum 1 is much more traditional and less inventive and adventurous than its successor. Sanctum 2, in my opinion, does more with the tower defense genre than the first because it plays with the formula more. Is it perfect? No. Is it strictly better than the original? Of course not. Does it deserve to have a bunch of tower defense hipsters saying that Coffee Stain was better before it sold out? As a gamer who likes developers who innovate, take risks, and branch out, I have to say that it most certainly does not.
Well said. I don't think a lot of people even played far enough into the second one or explored it enough to really understand Sactum 2. It's also a new and refreshing experience instead of just getting Sanctum 1.5 with better graphics, more maps, and that would be about it.
You only played a little over two hours, so you haven't seen that there are 23 maps so far (with more to come) or that you eventually unlock all of the weapons so that everyone can use each other's weapons.
creeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeep