Přidáno: 23. března
DoTE is an interesting take on Tower Defense, coupled with what should be turn-based RPG, Rouge-like squad combat.
Initially i was gonna give this one a pass, considering i dislike the turn-based aspect. But here the combat itself is done in real-time, so i thought id give it a go.
The only turn-based aspect to this title, is in essence; the opening of doors. Once you open a door, you are commiting your turn. Resources wont generate in real-time, instead they will increase based on each turn (door opened). Though i may have very little experience in the case of turn-based games (never played FTL, for instance), i would say that this game is as close as ill get to enjoying one.
The pixel art style here is done very well, especially on the characters. The environments are nice too, each varying style of floor have their own theme. Though maybe they are slightly *too* static, in places. Admittedly there are some animated effects that compliment rooms, like blinking rats, candles and toxic/electro-magnetic 'aura's' (which in the case of the last two; play into the game mechanics).
Idle and movement character animations were very well-done and add a lot of flavour to the style. I was hoping for more variation in attack animations for each Hero, though. Yet at the same time i will say that they are more than adequate.
The UI/menu presentation is of its own style and its non-obtrusive and easy on the eyes. Players are given the option between a large/small UI/HUD based on their own personal preference.
Whoever did the music, has really nailed the atmosphere for this game. Probably one of the best aspects to this game, i think. The sound effects themselves are adequate, nothing bad about them, nor is there anything overly impressive about them either. There is no spoken dialogue, yet there are text based conversations between Heroes.
To put it simply; its turn-based tower defense with real-time combat. You move, in real-time, your group of up to 4 Heroes through a procedurally generated dungeon. Enemies/monsters wont have a chance at spawning until you open a door, so its important to plan before opening too many doors. You can place Minor/Major modules (Automated Weapons/Resources) which is where this game gets its Tower Defense tag from. To expand on that, the player is constantly having to choose between risk/reward. For instance; do i save my resources for the next floor? Or do i increase the amount of weaponry (Minor Modules) i have in this current floor, to aid my Heroes? Its quite risky hanging onto your resources and hoping your Heroes will get the job done, on their own. Yet if it pays off, come the next floor (or many after, due to an overabundance of resources), if you manage to succeed.
There have been many times where ive lost a Hero or two, because i attempted to hoard my resources. This is by far the most challenging aspect of the game for me. As im constantly trying to ensure i use 'just enough' Minor/Major Modules to keep my neck above the water, so i can bank enough resources for the next floor.
The combat itself, which was an important aspect for me buying this game, doesnt give you direct control of your Heroes attacks. Rather you have real-time control of their movements and their attacks are automatic, if in the same room as enemies.
A wide variety of strategies can be deployed based on your Hero setup and/or your preferred play-style. This gives the player the sense that he/she can beat this game in a variety of ways. Which is a good thing. For instance, you could level up your Heroes and Tactical HUD Modules to increase their stats and effectiveness in combat. Alternatively you could research Minor Modules which come in the form of base defense weaponry, focus on accumulating more science points and upgrading those weapons further. That wont necessarily increase your Heroes stats in combat, but will increase their chances if they occupy the same room.
Both of those strategies will require quite differing tactics in order to succeed. I tend to use the latter and got as far as attempting to hoard enough resources so i could afford the former. That lead to my eventual death on the 11th floor.
This game definitely has its own edge in humour. Which is mainly played out through small story arcs that happen between certain Heroes if they are grouped together. Some of the dialogue/bio's got a few chuckles out of me alright, especially the midget who is obsessed with his disparity in height, so much so that he has worked his muscles and upper-body strength to the point where he can wield over-sized weaponry. Inbetween levels, in the elevator, he said something to another Hero that made me lose it. Ill omit that considering i believe it belongs in the game, not this review. ;)
If certain Heroes are grouped together for enough time (ie. levels/floors), their dialogue will eventually lead to an end in their story which will have either a positive or negative effect on both of them. This gives the narratives a purpose, as in, its not just tacked on. Its complimentary.
A solid offering. I was pleasantly surprised at how much i ended up enjoying this game. Initially i was very aprehensive as i really dont like turn-based games, but i believe that DoTE should appeal to both fans of turn-based games, and those who arent but have an interest in tower defense with squad based combat. Ive clocked like 33 hours so far and i havent beaten the Dungeon yet, so in regards to longevity i do believe this title should fulfill that aspect for most people.
Personally i dont really care for rating systems, so i wont attempt to do one here. +Recommended. :P