Monday, October 22, 2012

Anomaly Warzone Earth

Up for review today is another tower defense game, Anomaly Warzone Earth - except that it's not just another tower defense game. Sure, all the basic TD components are there: a variety of units that head towards the end of the level along one of several paths, towers that try and stop those units, including ones that cover all the basics such as heavy hitter but slower, strong but fast, and middle of the road towers, resulting in a bit of flavor there. The problem is, in Anomaly Warzone Earth, you're not controlling the towers - you're controlling the attackers.


That's what makes Anomaly stand out as a pretty unique game. You're in charge of selecting which units you'd like in your convoy, up to 6, which is also the number of different units in the game. You're choices are between the APC, Crawler (heavy hitter, light armor), Shield, Tank, Dragon (short range, but bidrectional firing ability), and Supply. Each unit has it's advantages and disadvantages, though you don't have access to each one immediately, rather unlocking them as you progress through the story. Additionally, each unit has a different cost, and while each unit can be upgraded, the cost for that increase to attack and armor varies depending on the unit, making a Tank much more expensive to purchase and upgrade compared to, say, the APC, and since currency is limited to a few pickup points around a level and successfully defeating towers, it really makes a difference. Ultimately, understanding the differences between the units, and the costs associated with different make ups, while weighing you're play style, will dictate how you proceed. Personally, I prefer Tanks fore and aft, with two Crawlers dead center, and two shields in the number 2 and 4 slots, since they only shield the two units they are adjacent to.

With the ability to pause the game and shift my units around on the fly, I can take the Tanks and swap them, which is useful when the on in the front has taken a beating.
Now most of the units seem pretty self explanatory, as they deal damage or prevent it in some way or another. But what about Supply - what's that all about? Supply is a unit that, depending on how it's been upgraded, resupplies you're four special abilities, which you can also obtain occasionally after defeating enemy towers. These are repair, smoke, decoy, and airstrike, which provide you with a means to mitigate incoming damage or deal a bit of your own, and all of which deploy around the commander, the character you take on the roll of, since the folks over at 11 bit studios couldn't settle for just making a reverse tower defense game and instead had to add a playable character.

There have been several TD games where you take a much more active roll in the gameplay, such as Orcs Must Die!, Dungeon Defenders, and Sanctum, all of which have you standing toe to toe with the enemies you must defeat. Anomaly is nothing like that. Instead the commander is a very passive roll, delegated to maintain your units, the key use of your ability to repair allies or protect them is a critical part of the game. This is why it is important not to wander off or get so far ahead of your units that you start to take damage yourself, because if you do die, while you will respawn, you will lose a good chunk of time waiting to do so and then running to catch up with your units - which is all time during which they could be taking damage and dying.
 
You can also alter your units path on the fly, which is useful for avoiding some of the larger enemies in the game.
There are a total of 6 enemy towers in the game, and while most of them are fairly typical of this genre, except for the whole part where they're shooting at you, there are two that reflect the uniqueness of this game. Those would be the Hacker and Energizer, which interfere with your units and make them target you rather than the towers, generally killing you quickly, which I've already covered why you would want to avoid that, or absorb the energy from your special abilities, and, when fully charged, creates a wave that repairs and rebuilds all towers within a certain range, respectively. So both of those are bad.

The other enemies, as I said, are typical fare, consisting of an extremely common turret, a fixed heavy hitter that will obliterate anything in it's firing path, which is limited to the lane directly in front of it, a slow moving but AoE damage causing turret, and a light damage tower the impacts multiple enemies and has the nasty habit of burning through you're shields in short order. Your angle of approach, the density of enemy towers, and availability of alternate paths are all things to consider when mapping out your route through each level.

Scorcher + frontal assault = bad.
There are a total of 14 missions in the game, and most of them are pretty straight forward, requiring you to get from one end to the other of a map. There is an escort missions where you must time your route so that you can provide cover for a damaged aircraft the flies directly from point A to B, which happens to make a nice diagonal line across the grid pattern you can move on. There is also a mission in which you have to constantly change your route to avoid incoming heavy artillery strikes that are capable of wiping out your units in sort order., and is an excellent example of the kind of focus and strategy required in this game.

Anomaly Warzone Earth is a refreshing entry into the tower defense genre. It is surprising how enjoyable it is to take an established idea and flip it on it's head, and it very much works in this game. Look for it around $5 or so, though it was a bit less when I jumped on it. For your money you'll get about 6 hours of play time, and a refreshing experience - 7 out of 10.



So, the final breakdown:
Score: 7/10
Suggested Price: $5

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