Saturday, August 31, 2013

Sanctum

Sanctum is yet another game in the expanding action oriented tower defense genre. That same grouping includes titles like Orcs Must Die! and Dungeon Defenders. What all these games have in common is the important role your individual character plays, as he or she has special abilities or a weapon that can be used to kill enemies, rather than the traditional master builder role you’d play in more standard tower defense games.

There are two phases to Sanctum – build and exterminate. As you’d expect, during the build phase you set up your defensive structures to help protect a central core. A few things make this phase stand out a bit more than most games. First, to build any defensive structure, you must first build a block. These are nothing more than large, well, blocks, though they do also *sigh* block your enemies’ path. These are useful in a number of ways. First, some maps have large open areas that enemies will charge straight through, so you must use your blocks to actually build the maze they will take. You cannot close off a path completely, because building tall walls to defend something of strategic importance would just be a dumb idea. Blocks are a very cheap item to build, coming in at only 2 credits. The problem with blocks is that, by themselves, don’t really do anything to kill the bizarre aliens that desperately want to get at the core. That’s where your towers and other special structures come in.

Maps start out open, so building a winding path that circles back, allowing the same turrets to be reused, is generally a good idea.
Towers come in the fairly typical style of the TD genre. Fast, but weak Gatling or Laser towers. Slower but high damaging and chainable Lighting Towers. Mortars have great range but are slow firing and a bit inaccurate, somewhat made up for by their splash damage. Anti-Air towers are useful for those levels with flying critters. The Penetrator is capable of firing a shot that goes through enemies, dealing damage to the ones behind the first target. The Violator is a powerful, slow firing tower with good range that can hit targets in the air or on the ground. The Accelator tower is another slow firing tower that I never found any particular use for. Then there are modifying towers that slow enemies down, such as the Slowfield for ground enemies or the Drone Tower for airborne enemies, the Ampfield, which increases the damage of any target standing on it, or the Holo tower, which increases the damage of any shot fired through it. Or maybe you just want to use the Killing Floor, which is a landmine that resets on it's own timer.

You are limited, by map, to a set number of structures. However, the Televator and Block are two that you must always have. The Televator is another special structure that you’ll come to love. It has two functions – that of teleporter and elevator, hence the name. At any time you can bring up the map and warp to any Televator, which is perfect for staying ahead of a wave of enemies. The second function is useful because it gets you up and out of the enemies’ level, and on top of your blocks and towers. This is particularly nice because it helps increase the damage you can do as a player.

Selecting the proper towers is of course key. The down side is how few you can bring.
When you are selecting which structures you would like to have the option of using at the beginning of a level, you may also select which three weapons you’ll have access to. There are six available in the game, and each has a secondary function. The Assault is either a good all around weapon or a grenade launcher. The Shotgun's secondary loads the barrel with several more rounds, allowing you to deal massive burst damage. The Tesla either fires a low damage arc of electricity or an electric ball that will penetrate a few enemies. The Rex is a rocket launcher with homing capability. The Freeze can either drastically slow a single enemy or a group. And the Sniper's secondary is it's zoom function. While half the weapons have a clip (Sniper, Rex, and Shotgun), no weapon has an ammo limit. Instead, each gun must recharge for a duration before you can use it again. That's a little problematic for clip based guns, since you can't force a reload during a slow period, unless you fire off the rest of your rounds.

At the end of a level you can see how you did compared to your towers. I find it funny that while I spent 11% of my credits on my weapons, I accounted for 41% of the damage done. Talk about a return on your investment.
During the build phase both towers and weapons can be upgraded. While building new towers is always nice, if you don't keep up your towers you'll struggle as you face more and more powerful enemies. Both towers and weapons can be upgraded up to level 6, but getting there isn't cheap, because the cost of going up a level is always double that of a previous level. So while it may only be 40 credits to take your Lightning tower to level 2, by the time you hit level 6 it'll set you back 640 credits, which can easily be more than you'll earn in a single wave. Different towers have different build and upgrade costs, while all the weapons I used seemed to start at 50 credits to upgrade, so you'll need to be judicious in your upgrading. One feature that helps in determining what to upgrade is the ability to see what the next few rounds of enemies will contain, allowing you to focus on, say, Lasers to deal with fast or flying enemies, or Violators to handle the behemoths that are coming. Don't under estimate the power of your weapons either, because there are certain ones that your towers just won't be able to handle on their own.

The enemies are fairly varied, and each one is distinct looking enough in shape that you'll be certain how to deal with it. There are the fast tiny guys that can bolt through your maze before your turrets take them out. There are enemies that pick up speed as they run in a straight line, requiring you to build twists and turns into the pathing. There are enemies that soak up the damage, taking more as they do, which actually favors fast firing weapons when fighting them. Then there are enemies that go invulnerable if they take too much damage, allowing them to pile up in an area, until they eventually make another mad dash for it. There are standard no frills enemies that you'll encounter the most often, though at times you'll also see the larger variant. Three other enemies have a certain amount of invulnerability. One is shielded in the front, which tends to be an issue if it's in the middle of a pack and not taking too many shots to the back. Another is only vulnerable to headshots, but moves around so much that that is a difficult proposition. The last enemy has a shield that can be dropped if he receives a large amount of damage at once, but that shield will come back up shortly. Additionally there are three flying enemies, including slow moving floaters than come in huge packs, weak but fast enemies, and a final one that can basically teleport about, making it a difficult target for your anti-air tower. Each enemy requires a bit different approach, so you'll need to plan accordingly when choosing what kinds of towers and weapons you want to bring.

Generally only two types of enemies spawn per wave. Also, each enemy has a weak point, which you might want to keep in mind when you're aiming.
Personally I found that there is a careful balance to strike between tower and player damage. This game certainly required, at least the way I played, a substantially greater amount of player involvement that Dungeon Defenders, which, depending on the class you played, could be all autopilot, or Orcs Must Die!, which also skewed towards the towers doing the majority of the work. Certain enemies, particularly the large ones, could generally make it through a maze with little damage from towers, since they needed to be hit in the back or could only be harmed by a headshot. At first flying enemies also gave me a bit of trouble, particularly these slow moving floaters that would come in a big enough wave that I just couldn't kill them all with a few air/ground combo towers, such as Lasers. I also messed around with weapons like the Rex and Shotgun, and found that, while they were interesting, nothing matched the power of an upgraded sniper rifle.

While I figured out what loadout I needed to succeed within the first three levels, at that point I had made it through half of the base game. There are only 6 levels total, with each taking about an hour to complete. The levels are different enough, but overall the game lacks the robustness of some of the other offerings in this genre. The game does have a multiplayer function, and I suppose, depending on how the resources you use to upgrade weapons and towers is altered by having more people present, that could make for a drastically different game. Still, even if you stick to the single player like I did, you can expect 6 hours of pretty good gameplay. I would look for the Sanctum Bundle, which includes the base game plus two DLCs that add another 8 or so levels, for $5-7.50. I can't actually vouch for the DLCs, so we'll just have to take that on faith. Still, the unique feel of the levels and some of the better mechanics, even if the base game is a bit short, make this game a very good 8 out of 10.


So, the final breakdown:
Score: 8/10
Suggested Price: $5-7.50





*****
For more Sanctum, check out this collection of screenshots otherwise unused in this review. Click any one for a full sized image.

Saturday, August 10, 2013

Poker Night at the Inventory

Poker Night at the Inventory is the perfect game for when you've got a few minutes of free time before you head off to work, class, bed, or just when you're looking for something to kill 15-20 minutes of your time so you don't have to write a review of a much more complex video game. Okay, that last example might be a little too specific for most people.

Poker Night is simply a no limit Texas Hold 'Em game with a "celebrity" twist. Texas Hold 'Em is that version of poker where each player is dealt two "hole" cards, which he or she can use in conjunction with five community cards to make the best five card combination possible. After each player is dealt their hole cards, a round of betting ensues. This is followed by the "flop," when the first three community cards are placed on the table. Another round of betting follows, then the fourth card comes out. Ditto for the fifth card, which then opens the way for a final round of betting. It's an interesting game because you always know at least three of your various opponents' cards, so you can somewhat figure out what they have and then use that to your advantage. Or just freak out about the different hands they might have that could beat the pair you are trying to bluff your way to victory with.

This is how bluffing usually ended for me. It is also worth noting that this was the first hand of a tournament.
What makes this game stand out from your average Texas Hold 'Em game is the addition of the four "celebrities." Those would be the Heavy from Team Fortress 2, Tycho from Penny Arcade, Max from the Sam & Max series, and Strong Bad from Homestar Runner. Each character has a unique personality and plenty of back and forth banter with the other characters that make the game enjoyable. For example, Tycho might slide into a bit about how he, uh, fancies giraffes, which is a running gag from the web comic he comes from, much to Max's horror. Strong Bad will invite the Heavy to live with him so long has he kicks out the old lump currently occupying the room. If you play long enough you'll even be privy to some real gems, such as one I stumbled upon when the Heavy went into a show down with Tycho, and was winning with three 10s, a jack, and some other card, to Tycho's two 10s, two jacks, and some other card, when it turned out the last card was also a jack, giving each player a full house, but putting Tycho's jacks with 10s ahead of the Heavy's 10s with jacks. At this point the Heavy said, "What?!?! I WILL NOT LOSE TO LUCKY COWARD! I KILL YOU!" and then proceeded to flip the table over, pull out his minigun, and spool it up while screaming. When the table was set back up, the Heavy looks straight into the camera and says, "Deal new hand now."

There are a couple of bonuses if you play long enough, in addition to finding those rarer lines. Each character has a unique item that they will occasionally use for a buy in, in place of the normal $10,000. Whoever eliminates that player gets the item, which means you need to be the one to knock them out of the tournament. This will then get you the item, which is just a cross promotional item for Team Fortress 2. As for unlocks that are actually relevant to the game you're playing, you can unlock new decks or tables as you win enough tournaments. This mostly changes the visual of the games so you aren't looking at the same old thing for hours on end, but if you do use certain tables you'll unlock an additional special effect. A Penny Arcade table turns everything black and white. A Team Fortress 2 table gives the Heavy a poker dealer's hat. Strong Bad's table switches his skin to an 8bit pixilated style, while Max's makes him a skeleton. One of the last unlocks you get is a table that will turn on all these effects at once.

Things do get tricky if you combine the TF2 cards with the black and white Penny Arcade table. There were far too many times I thought I had a flush because clubs and spades kind of look alike.
The game isn't a bad way to kill short bursts of time. You're really just playing poker, so you must be at least partially interested in that to even consider getting this game. The dialogue is great, and you can change it's frequency, but at the same time I was plenty sick of some of the basic lines by the time I finished, even with the chit chat set to medium, because I got to the point where I wanted to punch Max every time he talked about writing a bad check to Flint Paper. I played for an incredible 21 hours before I unlocked everything, which only takes 21 wins. This is largely due to my inability to fold cards when I was unable to bluff someone out of a pot. Even given all that time there were a few lines I only heard once, like the Heavy flipping the table, so there are reasons to keep playing.

Poker Night at the Inventory isn't a bad game to pick up, even at the usual price of $5, though I've seen it at half that on sale. It's just that there really isn't too much to the game, since its just poker and all. Sure, I would like to fantasize about the $450,000 I've won in the game, after going $40,000 in the hole initially, but I'm smart enough to realize that success in this game is in no way indicative of what I'd do in real life. In the end I think I'll just stick with this game, or perhaps try out Poker Night 2. As for this game itself, it is a respectable above average - 6 out of 10.


So, the final breakdown.
Score: 6/10
Suggested Price: $2.50

*****
For more Poker Night at the Inventory, check out this collection of screenshots otherwise unused in this review. Click any one for a full sized image.