Defense Grid? Defense Good, more like!

Kill Zone

All four Resurgence packs are out now, 80msp each, 5 new Achievements in all, 10g each for a total of 50g.

Stunning new levels, great fun.

Service Interruption is an interesting one – I found that a good way to stop the aliens getting near the cores was to install Meteors – they were able to hit the waves better than regular Guns because of the little walls blocking the way. I preferred to kill them before they got to the cores so I get more resources. Gold.

Height of Confusion was fun because it lets you put whatever you want anywhere and create some really long paths. Consisting of two entrances onto an empty 12×12 grid, with one exit coming straight off it, it’s pretty much the most basic level of all. It was pretty easy because of this. Gold.

Risk Exposure was a pain until I found the choke-point. I stuck 5 Guns on the little raised platform between the two paths in the corner – They took out most things on both paths. Gold.

Roundabout is still giving me problems – I’m yet to find the most efficient path. The bit near the cores is easy, block the quick route to them and make them have to walk all the way back up and down the ramps to the south-east. The last wave on this level is absolutely brutal, I tell you. By the time the last wave hits I usually still have two of those slow red bosses trundling through, their shields are unnaturally heavy. In the last wave there are three fast bosses, accompanied by cloakers and loads of other fast enemies, it’s the hardest last wave in the game, I’d say. Silver.

Overflow

Urban Planning is brilliant. There are two paths, one of them is standard Defense Grid stuff but the other is a steady stream of walkers who progressively get stronger – let even one of them get a core and they’ll relay it to their exit in no time. Gold.

Tactical Diversion is massive, like a jigsaw puzzle. I’ve only dabbled a little bit to see what it’s like, so I’m nowhere near working out what the optimal route to send the enemies is. It’s nowhere near as bad as The Last Stand in The Awakening, but there’s enough scope here to give me head-aches. Bronze.

Kill Zone was good fun. The route goes around a big block of turret spaces, then comes out and goes down the middle to a big open plot where you can design a maze, to the cores, then back up the middle ramp, around another big block of turret spaces, then to the exit. At first I thought enemies came out both the entrance and the exit, but as soon as I realised this wasn’t the case (should’ve paid more attention!) I saw that Guns positioned on the left tower could hit the entry ramp and the middle ramp, and that Guns on the right tower were pretty pointless. Gold.

Overflow is another of those maze-y ones. I’ve only had a little look to see what it’s like, so have no idea of the optimal route. A nice touch is that to get the last 10g’s you need to get Gold medals on each of the modes in Overflow. Once worked out, the optimal turret placing pattern should work for each challenge, but it’ll be interesting to see how the different rules affect the route.

Overall, it was £2.72 well spent.

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