Upplagd: 5 juli
A Tower Defense/Third-Person Action hybrid in the style of "Orcs Must Die!" based on Canadian lore. The game's structure is broken into pre-mission cutscene, pre-mission preparations, the actual defense of your structures on foot, and a post-mission cutscene, with no deviation in this structure. Of the twenty missions available, the first few are thinly veiled tutorials which quickly ramp up in difficulty once supernatural enemies are introduced. Unlike most games, the difficulty doesn't budge; for the most part it was a non-stop train ride through a frustratingly difficult game. I was finding myself quickly frustrated and had to restart missions many times because of accidentally hitting myself with a lethal trap, getting sidetracked defending one objective while another was being destroyed, or just dying from being overwhelmed by enemies I was unprepared to face at full health because they "dodged" a trap I set for them.
While the story is good enough to push you forward and explain character actions and interactions, it really feels like it was stretched thin and simply made to build a game around. There are no sidequests, no mini-games or diversions, no non-main story character to chat with, or even any non-story or non-shops to visit while in towns. I loved the game's atmosphere and environments but much of the game feels rushed and lazy, as if the devs said "this is good enough, ship it!" The story also seemed to end abruptly and un-satisfyingly, as if the devs couldn't decide to lead into a sequel or not.
I would love to see a sequel that wasn't such a barebones narrow corridor of gameplay. Simple touches, like actually being able to walk around in towns, would have added much to the atmosphere of the game. This could have been a cozy, atmospheric game with a unique spin on tower defense, but instead it feels like a quick in-betweener for a dev looking to make money for his next big project.