The potential for customisation would have been enormous here, and although there are loads of ways to upgrade them in terms of power or efficiency it’s a small disappointment. It took me a while to figure that out, meanwhile I was dreaming up amazing cross-breeds of the flame throwing and mortar type cards, or somehow merging the poison darts with the ghost-zapping laser tower. You can combine two different towers together to improve one of them, but it won’t make a potentially awesome hybrid of the two. My other gripe here though was to do with the card system while it’s the game’s saving grace in terms of originality, there could have been so much more done with it. It’s a slight shame there isn’t more to it, but I can’t imagine it’s the easiest genre to glue a story to so it’s no great loss. The general idea has something to do with two nations at war with each other over a shortage of vital Prime material, but once you’re into the game it loses its importance anyway and just resorts to you versus the baddies. There is, incidentally, a story to all this, but it’s revealed in an introduction cartoon strip thing that I got a little confused by and didn’t really listen to all that much. Even when I did, the fact that the side-missions are randomly generated means you’re always looking at new combinations of cards and different ways to beat the level, so this grinding wasn’t actually all that dull. Luckily the latest update has apparently rebalanced things a little to reduce the amount of the grinding required, and although I didn’t play this pre-update I didn’t find myself doing all that much replaying. One complaint of earlier reviews was the need to repeatedly replay some levels to earn the better cards required to complete, and with only a handful of level environments this grinding wasn’t all that fun. Most of this is random, much like picking a card from a shuffled deck, and gives you that addictive feeling of never quite knowing if you’re about to get something brilliant and powerful, or just another feeble card that you already have 5 copies of. The cash you earn can be spent in the in-game store (don’t worry, there’s absolutely no real money changing hands here) where you can buy rare cards, additional artifacts and other bits and bobs. Before each level you need to select your tower selection for the cards in your pack – making the wrong choice at this point could be the difference between success and failure, especially with a decent range of enemies getting in the way.ĭoing well in each mission gives you various rewards, with some of them awarding random cards and upgrades for a successful completion. With some of the enemies getting pretty tough early on, it certainly pays to listen carefully to get the most out of the crafting system. Being able to evolve and forge the cards by combining them together lets you upgrade them a fair amount and focus your tactics towards certain types of tower. Starting with a pretty basic handful of cards, your first few levels (which serve as a tutorial) are designed to get you into the way things work, including the winning, purchasing and upgrading of cards. The cards reflect the towers you have available for selection in each level. Prime World Defenders works in exactly the same way, but the idea of card collecting manages to inject some vital life into the tiring formula. Creating a tower usually costs some kind of in-game currency, but luckily you’ll get rewarded for killing the enemies so you can set up a series of death-traps more lethal than a dodgy burger van. By dropping various towers along the route it’s your job to stop the pesky bad guys from reaching the end of the road. You get waves of enemies which enter the level and travel along a certain path heading towards a certain target area. Has it worked? Well it’s definitely helped, that’s for sure.Īnyone who has played any tower defense games in the past will know the drill in terms of how the main game works. But with the latest update the developers have listened to the community, and in the past week or two have tweaked some key elements accordingly. Back in June Nival’s effort Prime World: Defenders impressed quite a few people by combining card collecting with the long-standing defense style, but was also the target of ropey reviews thanks to some necessary grinding and unbalanced gameplay. The tower defense genre is quickly running the risk of becoming stale, and developers are needing to find better ways to put a twist on things to keep things fresh.
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