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>>>>>>>>>>This is my review account, because the low playtime.<<<<<<<<<<<
+ beautiful and varied scenery
+ custom effects
+ characters with significantly more polygons than in Part 1
+ sharper textures than in sanctum 1
- but some still washed out
- visible display refresh in
+ interesting design style
+ exciting interplay between planning and speed
+ hidden easter eggs (retro machine!)
+ cute cartoon images tell a background story
- which is gaining momentum towards the end
+ good monster noises
+ funny voice samples of Heroes
- background music solid, but replaceable
- lame weapon and gun sounds
+ levels and waves are always heavier
+ individual difficulty by feats of strength
- little rewards for certain procedures
- claim often increases rapidly
+ visually and playfully varied
+ freedom in building the defense
- some maps force a particular tactic
- some levels quite small and restrictive
+ typical tower defense ki
+ which reacts to the player
- except storm attack hardly variations
Weapons & Units:
+ four different heroes
+ many enemy types
+ upgradeable defenses
+ perks for individual playing styles
- weapons can not be upgraded
+ 15 levels with the same number of hours of play
+ little idle through action elements
+ motivation through level system (constant new weapons, perks, towers)
- missions barely hanging together
- again no level editor
+ solo playtime around 15 hours
+ 15 varied levels
+ co-op and endless mode
+ replayability through leaderboards ...
- otherwise little incentive
The mix of genres combines elements of tower defense and first person shooter. We lift in 15 levels as a general purpose soldier against an alien invasion. Each level has a fantastic breeding in several waves spawn points towards our core energy, we should protect at all costs. Our resistance occurs in two stages: First, it is built - namely walls and defensive towers. The ramparts force the opponent into desired flow paths where they should then be received in accordance with our guns.
Then the battle phase starts and our towers fire automatically on the aliens. We ourselves fall in first-person shooter style into the fray and shoot preferable to the blinking red weaknesses of their opponents. The opponents, however, are sometimes quite aggressive and go off on our character. In case of death, we spawn after a short waiting period in the vicinity of our energy core. Between the enemy waves we get a few resources with which we continue to build our deadly maze or reinforce existing towers. Sometimes it makes a time limit, usually we can but plan alone.
So we decide before a mission for one of four characters, each using a specific primary weapon (secondary weapons we can self-determined) and plays accordingly. From the pool of useful defensive towers (from the standard cannon on flash guns for the toughest challenge to Kairos towers that slow enemies) we choose a few strategically sound and equip our fighters still with useful perks. The award, for example, more damage on critical hits full or the ability to give even the opponents head jump treating.
For each mission we collect experience points that will help you to level up, which in turn unlocks more and more perks, towers, secondary weapons and slots for all these specializations.
Trial and error is a central element of the game. What is combination of character and perks helpful towers which work well for the level or as we need to position our walls, often only revealed after a tasting round. We just want to hold neutral - is indeed almost mandatory in Tower Defense.
Who's got beyond the standard level of difficulty, can also so-called "Feats of Strengths" activate. These extra options make the enemies faster or give them more life energy, us in return but also more experience points. At the other end of the scale of the Easy mode ironed out the most frustrating moments, really challenging or rewarding this is not. More fun as even the survival mode in which we have to survive as long as possible against ever-increasing waves fine.
In addition, the multiplayer has become much more important, especially since the main weapons of the four futuristic fighter fail so different that one is almost forced into the coop. Are these changes for the better? We think so. The upscale Action proportion and teamwork component do Sanctum 2 well. The gameplay is much more dynamic than in the predecessor and the tactical possibilities are considerably more diverse. A bit more incentive to try them out and we would have wished us. Many levels require only one, often all too obvious approach. Since a few specific achievements have à la "Get with character Y and Z tower" fit in well Difficulty X. Overall: Sanctum 2 delivers an intoxicating blend of co-op FPS action and strategic tower defense.
Score: 82 / 100
Sorry for my bad english.
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