12 people found this review helpful
Recommended
16.6 hrs last two weeks / 693.0 hrs on record (555.9 hrs at review time)
Posted: Feb 21 @ 3:25am
Updated: Apr 4 @ 4:24am

RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Warhammer Silver Tower (WST) is a decent mobile port that has similar TBT combat to Warhammer Quest (WHQ), even if only a shade of the depth of the original. However these changes offer streamlined gameplay and quickfire encounters that give it an addictive quality that is hard to fathom.

All the fun supporting RPG elements have been stripped out and replaced by layers of grindy progression mechanics. While character recruitment unnecessarily uses forced RNG to prolong getting desired characters. Its enjoyable in spurts but a very repetitive experience.

While likely great to play on mobile, on PC WST is something that should only MAYBE be considered by dedicated fans of Games Workshop.
STATUS:
Fully released, and receiving periodic updates that add content and change-up quests and rewards. Most recent aesthetic overhaul makes it feel more like Old World WHF
APPEAL:
Should appeal to fans of WH and mobile ports that promote minimalist TBT combat, nor mind the long grind for rewards and resources
VALUE:
There is lots of content and its free to play as well

More info below....

https://steamcommunity.com/sharedfiles/filedetails/?id=3162457210
OBSERVATIONS:

► A handful of GAME MODES keep engagement high. x4 PvE campaigns, daily and weekly quests play in an almost identical way. Requires the completion of 1+ stages usually on the same themed map against the same mobs.

► RNG is everywhere from combat rolls to rewards found in loot-boxes given at the completion of every stage. It impacts the types of daily quests generated, while its use in hero recruitment generates many dupes, despite there being over x30 types of hero available.

► The GRIND is real and only the most dedicated players will get anywhere playing the game. Resources to obtain or upgrade characters from the in-game shop were heavily capped to promote in-app purchases. In the last x6 mths these have become noticeably more generous.

► QUESTS are a shadow of those in WHQ, a series of sequential TBT encounters with a small variation in objectives such as: killing specific targets, x number of enemies, getting to exit tiles or protecting special tiles. Each has 1+ stages to overcome giving gameplay a quick-fire feel that when added with its simple nature generates a certain addictive quality that promotes continuous play.

► With only x3 classes the CHARACTER ROSTER is full champions made using a variation upon a theme. They belong to four alignments & limited to three classes. Each brings specific tactical approaches to combat. Mages are damage dealers that can target multiple enemies. Archers provide interrupts to spoil enemy turns. Fighters can counter attacks and/or deal multiple blows.

► LEVELLING occurs on account and character levels. Just beating stages efficiently will upgrade the account organically. The number of quests needed to level up increase with each new level gained. Characters star ratings caps their max. level.

► REWARDS come as x3 items, tokens or resources from loot chests on the completion of a stage. These include: summoning gems, equippble weapons, skills, levelling resources or gold to spend on purchasing items. Chests come in four types each with a rising level of rewards from meagre to fair.

► Unlike in WHQ, INVENTORY is more restricted. Instead of a large rich set of items, only WEAPONS, BOONS (skills) and cosmetic OUTFITS can be equipped by heroes. These come in three tiers of quality depending on the type of stage reward and are heavily duplicated. Gold can be spent in the in-game trader to acquire XP, levelling resources, weapons and boons, though the quality tends to be worse.

► COMBAT & TACTICS feels dumbed down resulting in more streamlined gameplay. As in WHQ each hero is limited to two action points to move, attack, or use a special ability with cooldown. Critical attacks play a role in taking down tougher opponents. Abilities are fixed, while skills are limited, but configurable. Tactical options include: to buff, debuff, poison, stun, burn, AoE attacks, healing or summoning familiars.

► ENEMIES are varied in terms of race, but utilise the same three types of classes. Apart from melee and ranged fighters, there are magic users and creatures. Some provide a little tactical pondering as they explode or spawn new foes on death. There are also enemy bosses to face at the end of a quest run.

► The AI is decent only committing to moving within range of the player's heroes in numbers. Melee enemies swarm their targets. Archers and mages engage from max. range. When not in combat enemies tend to finish their moves out of line-of-sight. Special abilities are used fairly well. Few enemies won't use all action points or sometimes suicide themselves.

https://steamcommunity.com/sharedfiles/filedetails/?id=3165286068
COMPLEXITY:
🔶 ACCESSIBILITY - Gameplay is straightforward, though the layers of levelling mechanics will need some time to totally understand.
🔶 DIFFICULTY - Where the power level of selected characters matches or exceeds that of the campaign and weekly quests, the encounter will be easier. Daily quests have specific difficulties which are shown when selected.
🔶 BALANCE - The grind for enough resources and inventory for one character is fairly banal. For a roster of x30 heroes it becomes all-consuming.
🔶 PACING - Is quite slow but focusing on levelling and upgrading a handful of characters rather than a full roster will seem much faster.
🔶 SCALING - Is very good each stage of combat 'matches' the power level of the characters chosen for the party.

STAYING POWER:
🟨 REPLAY VALUE - Made to be infinitely replayable, its main driver is getting to account level 100 and marshalling a potentially large roster of individual heroes to star rank five and max level of 50.
🟨 LONGEVITY - Despite its repetitive nature, it has 4x campaigns to keep players playing. Quests that cycle daily with a fair amount of variation to ensure players remain hooked. x4 grindy achievements are likely to take 1000+hr.

PRODUCTION:
🟣 QUALITY- Mostly air-tight. A tiny amount of new minor to severe level bugs tend to get introduced with new updates. These mostly occur during a mission, during the AI's turn. The turn will not proceed and the mission must be restarted.
🟣 STABILTY - Some quests cause lock-ups or cannot be played because of texture bugs. Though these seem to have been fixed fairly quickly after release of the update.
🟣 STEAM - A mix of achievements, some are very, very grindy. Screenshot capture. Deck compatible. No controller support or cloud saving.
🟣 OPTIMISATION - FPS of 60 constantly experienced.
🟣 LICENSE EXPIRATION - Note that as this is a Games Workshop game and requires a permanent online connection, if its license is pulled then it will very likely become unplayable.

For more OBSERVATIONS check out this link:

https://steamcommunity.com/sharedfiles/filedetails/?id=3165274342
REVIEWED
WITH:
Build v1.4002 to v2.4007
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD, Speedlink XEOX Pro Analog Gamepad

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