The ultimate mash-up of Real-time Strategy and Tower Defense!
İncelemeler: Çok Olumlu (816 inceleme) - Bu oyun için yazılan 816 adet kullanıcı incelemesinden %87 kadarı olumlu.
Çıkış Tarihi: 16 Mar 2011

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Revenge of the Titans Satın Alın

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-50%
$9.99
$4.99

Bu oyunu içeren paketler

Revenge of the Titans Collection Satın Alın

3 ürün içerir: Revenge of the Titans, Revenge of the Titans: Sandbox Mode, Revenge of the Titans: Soundtrack

AY YENİ YILI İNDİRİMİ! Teklif içerisinde sona erecektir.

Ultrabundle Satın Alın

6 ürün içerir: Droid Assault, Revenge of the Titans, Revenge of the Titans: Sandbox Mode, Revenge of the Titans: Soundtrack, Titan Attacks!, Ultratron

AY YENİ YILI İNDİRİMİ! Teklif içerisinde sona erecektir.

 

Son güncellemeler Tümünü görüntüle (3)

23 Aralık, 2015

Yetis incoming!

A lot of players of Revenge of the Titans might never have found out that we kept on updating it for years after it was first released. One fine winter's day we added a special secret Yeti Attack mode, that appears around Christmas time, and disappears in the new year. Now's your chance to play it! It's active right now.

2 yorum Daha fazlasını oku

Bu Oyun Hakkında

At first they came from the skies, and we repelled them with hired spaceships on a shoestring budget! Now they’re back, and they’re sending their ground troops to destroy our bases – thirty-ton monsters with glowing eyes and slavering jaws! And we still don’t have any money!
Quickly assemble a defensive position using blaster turrets, upgrades, tiny battledroids, barricades, mines, tangleweb, whilst obtaining the necessary funds by mining nearby resources as the relentless march of the Titans approaches the base. Research new technology and buildings as you defend the Earth bases throughout the solar system from the Titan onslaught. This is the ultimate mash-up of real-time strategy and tower defense.

Key Features:

  • 50 level campaign mode across Earth, Moon, Mars, Saturn and Titan itself
  • 29 buildings and 40 technologies to research
  • Relaxing Endless game mode
  • Hectic Survival game mode with online hiscores

Sistem Gereksinimleri

Windows
Mac OS X
SteamOS + Linux
    En Düşük:
    • İşletim Sistemi: Windows XP veya sonrası
    • İşlemci: 1.8GHz tek çekirdek
    • Bellek: 512MB RAM
    • Sabit Disk Alanı: 120MB
    • Ekran Kartı: OpenGL 1.3+, 128MB video belleği
    • Ses: Stereo
    Önerilen:
    • İşletim Sistemi: Windows XP veya sonrası
    • İşlemci: 2GHz Çift Çekirdek
    • Bellek: 750MB RAM
    • Sabit Disk Alanı: 120MB
    • Ekran Kartı: OpenGL 1.3+, 256MB video belleği
    • Ses: Stereo
    Minimum:
    • OS: OS X 10.7+
    • Processor: 1.8GHz single core
    • Memory: 512MB RAM
    • Hard Disk Space: 520MB
    • Video Card: OpenGL 1.5+, 128MB video memory
    Recommended:
    • Processor: 2GHz dual core
    • Video Card: OpenGL 2.1+, 256MB video memory
    Minimum:
    • OS: Linux (32 or 64 bit)
    • Processor: 1.8GHz single core
    • Memory: 512MB RAM
    • Hard Disk Space: 520MB
    • Video Card: OpenGL 1.5+, 128MB video memory
    Recommended:
    • Processor: 2GHz dual core
    • Video Card: OpenGL 2.1+, 256MB video memory
Yararlı müşteri incelemeleri
15 kişiden 13 tanesi (87%) bu incelemeyi yararlı buldu
1 kişi bu incelemeyi komik buldu
kayıtlarda 34.6 saat
Yayınlanma: 22 Ekim, 2015
Tower defense games seem to come in two sorts these days: those where stages are played like an RTS from an overhead view and those where you get down into the trenches FPS-style. Revenge of the titans is by far my favorite game in the former category. This is because the range of options it provides, and the incentives it offers to explore them, make it much more centered on creative design than anything else in the genre I've yet played.

Titans works essentially like every other tower defense game: set up defenses around something, a wave of baddies swoops in to destroy that something, you must manage your defenses in real time until the stage is complete. But Revenge also has some features which differentiate it. The pixel-art graphics are charming, though they can be a bit confusing in the thick of battle. If you've played anything else by Puppy Games you'll know what I mean as this style is their trademark. Personally, I think it another great strength of the game, though it may not be everyone’s cup of tea.

The stages are very large and very open. The defenses you construct are not bound by a grid, and will likely consist of many, many components rather than just a handful of parts. The size also adds to the challenge: enemies enter the map from many different points in a single stage and are can be difficult to coral.

All this gives you a considerable amount of freedom in coming up with a defensive plan. Many towers interact, so you will be designing and placing installations with scores of interrelated parts, not just putting up some towers on established paths.

Complementing that freedom is a component of management and upgrading. There are two aspects to this: first, there is a deep upgrade tree which, over time, grants you access to new and better towers. This provides a variety of weapons and defenses, but also forces the player to choose which to ultimately prioritize meaning that by game's end you can have very different sets of advanced tools at your disposal. Second, the resources you use to build must be procured during stages via mining, and your balance caries over from level to level. (Thus, in typical PuppyGames fashion, how you play in one stage carries over into subsequent stages.) The fact that your starting resources for the next stage are what remains from the last makes the game into a campaign, and provides an added incentive to devise elegant defense solutions which conserve resources.

Both of these features can mean that it’s possible to get into a situation where a stage simply isn’t feasible due to your prior decisions and mistakes. Conveniently, you can return to any prior stage at any time and play forward again, so your decisions are only as set-in-stone as you want them to be. I found that this actually created replayability, as I went back to try and conduct a better campaign. On the other hand, there were a few points where I found I needed technologies in ways I couldn’t anticipate and had to backtrack to get them.

To sum up, Revenge of the Titans is a tower defense game that gives you space to invent and a reason to do it. If you like the traditional tower defense genre and also enjoy the sort of creative design typical to good sim games there are hours of fun for you in Revenge of the Titans.
Bu inceleme yararlı oldu mu? Evet Hayır Komik
15 kişiden 11 tanesi (73%) bu incelemeyi yararlı buldu
1 kişi bu incelemeyi komik buldu
kayıtlarda 8.5 saat
Yayınlanma: 19 Ağustos, 2015
This game is incredibly difficult, which I've noticed is why a lot of people don't enjoy it. While it is frustrating, it's the same kind of frustration caused by games like 'Super Meat Boy'. I can guarantee, fans of 'SMB' (aka masochists) would love this game simply for the replayability and difficulty curve, and I think that's the major issue. This game's targeted demographic is tower defense players, but 'Revenge of the Titans' follows almost none of the normal tropes of tower defense games like 'Bloons Tower Defense 5' (a well polished browser tower defense). 'Revenge of the Titans' I believe suits fans of games with heavy replayability and difficulty, better than the average tower defense player. Now, that isn't to say other tower defense games aren't hard, they just aren't difficult *in the same way* as 'Revenge of the Titans'. 'RoT' requires a much more significant amount of spacial planning and strategy due to the "open" nature of the map and undefined enemy waves. There is also a good deal of micromanaging in collecting powerups and bonus money while simultaneously keeping an eye on your turrets, buff towers, and factories, whereas in lots of other tower defense games (like BTD5), you usually just place your towers and then sit back while the wave finishes itself, and this I think is the most important difference between RoT and other tower defenses; *the amount of attention required by the player at any given moment.*


TL;DR While many of the defining qualities of 'Revenge of the Titans' is a huge turn off for casual and/or average tower defense players, it is these qualities that make 'RoT' such a fantastic game for people that enjoy heavy replayability in tandem with masochistic amounts of challenge, and who don't like to sit around waiting for a game to finish its "autopilot" to do something again.
Bu inceleme yararlı oldu mu? Evet Hayır Komik
13 kişiden 11 tanesi (85%) bu incelemeyi yararlı buldu
2 kişi bu incelemeyi komik buldu
kayıtlarda 29.8 saat
Yayınlanma: 17 Ağustos, 2013
Bosslardaki buglar olmasa çok güzel oyun ama pes etmiyosunuz tekrar tekrar oynayak geçiyosunuz ve son titan savaşında beni oyunda attıgı ve çoğu kişinde aynı sorunla karşılaştıgı için bitirmek isteyip bitiremediğim tek oyundır :(
bu kötü durumları saymazsak çok güzel bi oyun herkese tavsiye ederim...
Bu inceleme yararlı oldu mu? Evet Hayır Komik
1 kişiden 0 tanesi (0%) bu incelemeyi yararlı buldu
kayıtlarda 4.3 saat
Yayınlanma: 10 Nisan, 2015
Oldukça eğlenceli bir TD oyunu. Bölümlerden sonra gelen puanlarla teknolojinizi geliştirip daha iyi defans yapabilirsiniz.
Bu inceleme yararlı oldu mu? Evet Hayır Komik
131 kişiden 106 tanesi (81%) bu incelemeyi yararlı buldu
9 kişi bu incelemeyi komik buldu
kayıtlarda 14.2 saat
Yayınlanma: 2 Ocak, 2015
The art style is FANTASTIC. That is the only positive game element to be had here. Save your money and stay away, regardless of the pandering reviews from what I can only assume are people who have never played tower defense games before. I mean hell, if it wasn't for the art style this thing wouldn't even survive on Miniclip.

The game feels like a continuing list of bad design choices, a case study in what not to do in a tower defense time. When I complain I feel like a lecturer in basic game design: "encourage strategic play", "present consistent rules for your game world", or maybe "release without game crippling bugs and advancement locks". It's bad enough now, but be greatful you weren't playing when the campaign tech tree was locked and you'd be forced to menu-delete a game when an armored enemy type showed up an you had no units capable of damaging it.

Almost every mistake (as I'm coming to call them, because I honestly don't think any of them were actually thought through properly), is at once trivially annoying and long term game breaking. Manually resetting and time consumingly repicking your tech tree to deal with new enemy types every level may seem simply irritating, but gradually emerges into an overall expectation that you pick the "right" tech tree that enables victory, and all others will fail by default. Having to painfully micromanage your reloads is grating, and eventually ensures that every strategy will be limited to your clicktimes and not your strategy, dooming any kind of open-world defense. And the rediculous armor and repulsion systems vex you piece by piece as your weapons and equipment become obsolete, before finally running the final, game destroying flaw: you will not lose when your defenses are overwhelmed, you will lose when the charming little boxlike enemies have countered every possible defense and your entire list of defensive options have become obsolete.

It's like the equiptment they give you is just a taunt of what your strategy could have been: oh hey, here's a rapid fire turret. Too bad it does no damage to enemies after level 4, when they all have armor. Hey, check out these repulsion buildings to herd the enemy into chokepoints. Sucks that every other enemy after level 6 has become "intelligent" and will simply run up and eat them. Laser weapons? Armor reflects them - useless. Slowing razor field units? Can't be used with the anti-armor explosive guns, which destroy all your own buildings, including your own defenses, because apparently future scientists drink too much coffee to understand friend-foe ID. Similarly, saving up money in the campaign feels rewarding until you find out that the game raises the difficulty with your cash level and thus it's advantagous to avoid any kind of strategic spending. RotT plays like a cod game, where every interesting idea gets thrown out within ten minutes because it happens to be too fun and interesting to keep using.

I like playing tower defense games because of the evolution of your goals and the resource management involved. I'm not sure I like playing them when resource management is a menial clusterf*** and the evolution of methods is only happening in the enemy forces. I've never had a tower defense game where I've felt so much like *I* was the computer, and the enemy forces were actually the human, getting to play adaptively against me with all the strategy and choice-making I was missing. Playing like a bot isn't a good feeling. I do not recommend playing like a bot. I do not recommend this game.

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