Dungeon Defenders is another entry into the latest release
of tower defense games that allow you to take a much more hands on approach
than is traditionally seen in the genre. Though when placed among other members
of this grouping, specifically Orcs Must Die! and Sanctum, Dungeon Defenders
does stand out as a much more unique experience, largely due to it's RPG
elements and inclusion, even focus on, co-op.
The story behind the game is that an ancient evil was sealed
away by a group of heroes. Those same heroes must depart to a faraway land, and
entrust the keep of the Enternia crystals, which are said seals, to our young
group of adventures. While playing at their larger counterparts, a crystal is
broken, and suddenly these individuals must defend the remaining crystals from
hordes of orcs, goblins, ogres, elves, and many other typical fantasy fare.
Or sometimes it just one really, really big guy. |
In the base game, there are four playable classes. The
Apprentice, the Squire, the Huntress, and the Monk, with each one increasing in
difficulty over the last. My preference was for the Apprentice, as his
selection of towers allowed me to try the game more as a true tower defense
game, placing flame towers, lightning towers, and deadly strike towers at places where
enemies would be forced to travel through, resulting in a bit more of a hands
off play style, since I could manage the hordes of enemies with nothing more
than my towers. This compares with the Squire, where most of his defenses are
baricades or short range physical damage, the Huntress who places traps with
limited charges and cool down times, and the Monk that uses auras to slow down
enemies, increase the damage they take, or heal friends.
In addition to the summonable defenses each class has, at
five each, there are also two class specific abilities. The Apprentice can
activate an ability that will drain mana, but rapidly increase the construction
time of his defenses during the attack phase, or just use a mana bomb, which
will do massive damage. The Squire, as a character that is encouraged to
participate in the fighting directly, can either uses an AoE whirlwind type
attack, or activate Blood Rage, which doubles his speed, damage, and resistance
- perfect for slaughtering a large group of enemies. The Huntress is much more
of a strike from behind type character, and her abilities emphasize this, allowing
her to become invisible for a time, or fire a piercing shot from her ranged
weapon. Finally, since the Monk is really just a support classes, he can either
buff other classes defenses or other players, which can be extremely helpful in
the right situation.
Physics is F=uN, where u is the coefficient of friction of course. |
One of the more interesting ideas behind Dungeon Defenders
is the heavy investment into RPG/Action elements usually associated with games
like Diablo. You see, each time you start a new character, you have to level
him up. At each new level, you get a few points to spend amongst 10 different categories:
player health, attack, speed, and attack rate, a similar four categories
focused on your defenses, and you two special class abilities. The result is
you could have two level 70 Squires, equipped with the exact same gear and
weapons, but perform drastically differently depending on they allocated their
points, with one being a heavy melee hitter, while the other invested more into
their defenses. Furthermore, gear can be upgraded as well, as most items will
have some number of levels associated with them, and if you choose to invest
the requisite amount of mana in it, the item in question will gain a level,
allowing you to increase one of the stats on it, but not add any stats that
weren't already there. Ditto for pets.
Strong towers = less work for me. |
At this point, you may be wondering where you get mana,
since it seems to be critical to upgrade your items, which is true. However,
mana is much more than that, since you pretty much need it for everything you
do. Summoning defenses, using your character's special abilities, repairing
your defenses when they get damaged, or just healing yourself - all these
things require mana to complete. Mana is found in one of two ways. When you
begin a level, and at each break between successive waves, several treasure
chests will spawn, which contain mana, and occasionally an item. You'll uses
these to get started building your defenses. After they are up, and the attack
wave has commenced, you'll get far more mana by killing enemies, allowing you
to continue building defenses while the attack is going, or simply let it
remain on the ground until the next break, at which point you do with it as you
please. However, it does not persist from one wave to the next, so as soon as
you start an attack, it vanishes, so don't try and stockpile it up for the
incoming horde. Instead, use what you want, and deposit the rest into your
bank, so you can purchase new items or upgrade old ones.
As you move on up through the levels, they get harder and
harder, as one would expect. This is for a number of reasons, not the least of
which is that, at certain points of the game, the number of Eternia crystals
you must protect increases. Dungeon Defenders isn't like other tower defense
games where units must simply reach the end of a map for you to loose points,
and if enough make it, you fail. Instead, each crystal has a health bar, and
enemies will attack it until it's destroyed, meaning that a single small enemy
could cause you to loose just the same as if all your defenses failed and it
was like a dam broke, unleashing a flood of pain on your crystals. The problem
is further compounded because if just one crystal is destroyed, you lose. You
can't always build up huge defenses around every crystal either, because each
defense requires a certain number of units, and maps are capped out, meaning
you've got to judge if placing an 8 defense unit is worth the cost, or if you
should go with two, weaker, 4 defense units to guard your crystals. So pay
attention, because if one sneaky goblin makes it to a crystal, and you ignore
him since you've got an army knocking on your front door, you still failed.
A shot of me failing. At least this time I did it on purpose. |
One way you can counter the insanely large number of enemies
you'll be fighting is to upgrade your defenses, which costs 100 mana, but
doubles at each new level. Now, while it is nice to have stronger, healthier
defenses, your enemies can do this too. Every now and then, and increasingly so
as you progress through the levels, you'll find upgraded enemies. These guys
are no joke, especially when the upgraded units are the big guys, like ogres,
as I've seen their HP go from 17k to 82k for a double upgrade enemy, and yes, that's a lot. Further
complicating things, especially when I was playing as an Apprentice, is that
enemies are sometimes immune to certain elements, rendering attacks of that type
null. There's nothing like having a perfectly function lightning tower
destroyed by the one enemy that is immune to it.
There are, particularly towards the final levels, a metric
ton of enemies you'll face. While they never seem to be in a hurry to attack
the crystals, the number of them can easily overwhelm you. Thankfully, attacks
come in waves, and between each wave, there is a build phase. This isn't a
short phase, such as in Orcs Must Die!, where you get a 15 second break between
waves, but as long as you want every third wave or so. Rather, Dungeon
Defenders lets you take all the time you want each wave, letting you repair
your defenses, build new ones, or gather up mana. This is nice, because after
fighting off a couple hundred enemies, things start to break and you need to
get geared back up, especially if the next wave is a boss wave, where the
regular enemies don't stop spawning until the boss is down.
I actually beat him before the regular guys got there. It pays to know what's coming up next. |
Despite this games interesting take on tower defense, and
the appeal of many different aspects of it, I found I really didn't enjoy this
as much as I had expected. Coming off of other TD games, I was hoping for
something a little faster paced. While it sounds great that I can kill hundreds of enemies per wave, they take a long time to get to the points where
I have towers set up, making it feel like the waves are dragging on and on.
Additionally, even during the down time of the build phase, it felt like
everything moved so slow. Building towers, running around and repairing
everything that took damage, finding every chest and unlocking it for more
mana, and so forth, just took a long time, largely due to how spread out
everything becomes, and as such, made it less enjoyable.
The RPG elements, though interesting, also felt a bit odd,
and really diminishes the enjoyment I get out of this game. You see, the
achievement that was required for the Steam sale was very late in the game, and
in my case, I actually beat the game on normal, then went to the bonus level
that you needed to do, so I've got a level 36 or so Apprentice. Yet even at
that point, I am far from hitting the max level, and the appeal of grinding repeatedly
through the same content for more exp, more mana, and more gear, just isn't
there. I didn't like it in Diablo, nor Borderlands, and I sure don't want to do
it here, because I've already experienced the game once, so why don't I just
move onto another game, another experience?
The idea of leveling multiple characters is another issue,
though one I'd be much more forgiving on if some of the upper difficulty
characters didn't appear to be so reliant on the presence of others. Add in the
difference between official multiplayer servers and ones that let you use your
local play character, as well as the inability to complete achievements, for
those of you so inclined, in a local game, and you get something that rubs me
the wrong way.
But I can't say it isn't pretty. |
In retrospect, I do view Dungeon Defenders as a solid game,
one that I enjoyed playing when I did, and that I might even come back to one
day, perhaps if I had some friends that wanted to devote some serious time to
it. After beating it once, I see no point in going back and continuing to grind
my way through the levels, increasing the difficulty until I'm ultimately
playing at the Nightmare level, because it doesn't substantially change the
gaming experience. I could get some of the DLCs for this game, of which there are
plenty, costing you $56 to purchase each pack individually or $50 for all the
DLCs and the base game, but I'm not willing to shell out that much for this,
fun as it may be. I got Dungeon Defenders in a trade deal, but it has been at
the $3.74 mark numerous times, equating to about 75% off, and would suggest you
wait until then, either just getting the base game, or the complete pack. I put
roughly 14 hours of time into the base game, which is pretty good, but in the
end, the game does fall short of the enjoyment I've gotten out of other similar
TD games - 6 out of 10.
So, the final breakdown:
Score: 6/10
Suggested Price: $3.74/75% off