A decent little indie Tower Defence title, this pretty much focuses on doing everything well rather than trying to break new ground.
The basic campaign has you cast as a military officer on the ground, which sets up the interesting premise of selecting 'Executive Officers' - essentially a fancy way of selecting pre-set lists of turrets and support powers. Each one has a slightly different theme, some of which are orientated towards certain strategies and some towards certain 'flavours' - so one officer emphasises sheer pin-point damage while another emphasises... errr.... fire and heat.
After completing the campaign (or rather, acquiring enough medals to unlock all the EXOs), you get a far better option in that you can choose which powers and towers from the full list, but you'd be surprised how hard it is is to put together an effective selection.
Turrets and powers are interesting. You have your basic lasers, machine guns, missile pods etc etc that you'll likely have seen a million times before, plus a few interesting options like pillboxes (machine gun pods that divide their fire between all enemies in range) and various silos (extremely long range, powerful missile sites). Support powers are mainly satellite strikes which range from the obvious (laser beams, missiles, EMP strikes) to the weird (gas bombs, Fear effects, supply drops). There's even a nice encyclopedia to find out about them all.
The only real issue I have with the game is that it looks a lot deeper than it is. The number of creeps that make up the waves looks amazing and you'd think you need evey bit of your tactical skill to handle the various monsters, cyborgs and robots arriving via ground and air... but in reality, all you have to do is build as many lasers and other air/ground-capable turrets on u-bends as you can and bombard everything you can. You can't alter their path so there's a limit to how much you can actually do on levels, and with the exception of a few levels, they're all basically the same - a few spawn sites, one or two bases for you to defend, and some hilly roads between. It isn't helped by taking place over fairly boring landscapes - you get a desert, lunar, snow and volcanic planets that are functionally identical beyond their colour.
Overall it's worth the sale price I paid. Hardcore TD fans will likely power through it fairly quickly, but its fun while it lasts. It just isn't quite as polished or as deep as stuff like Sanctum 2 and Defence Grid: The Awakening.
Posted: February 16th, 2014