Revenge of the Titans
Developer: Puppydog games
Publisher: Iceberg Interactive
Release Date: Out Now
Players/Online features: Single player, online scoreboards/high scores.
Words By:

Indie games are all the rage these days, with games like Super Meatboy and Minecraft winning awards like PC Game of the Year. But the Internet is saturated with TD (Tower Defence) games made by indie developers, all of which stick to a similar formula of: Enemies come from here and they try to get to here, so kill them before they reach here or you fail. Revenge of the Titans follows the formula somewhat but does deviate from it by introducing new gameplay elements which I'll get into in a bit.

The Titans want revenge, it is unclear what for, but apparently it’s Earth’s fault. Naturally this means that it's up to you, a bunch of scientists and a funny little General to beat the Titans and stop them from making the humans extinct. The game’s story branches over many planets each with significantly increasing difficulty; this is an interesting approach to tower defence games as it offers up a storyline and an abundance of differing maps. The Titans themselves come in all shapes and sizes, from big to small, fast and slow. As more Titans are introduced throughout the game the challenge increases and with each individual Titan the game requires you to rethink your strategy time and time again in order to grasp a victory.

Revenge of the Titans gameplay combines TD mechanics with Resource Gathering. This interesting mix of game mechanics opens up new features by creating lots of new tactical elements through the need to generate income by harvesting crystals, instead of through the usual: “kill enemy, get money” feature that most TD games incorporate. This combination allows for a fast-paced game which does not compromise the thrill that you would find in either a RTS or a TD game. Unfortunately Revenge of the Titans does not fully utilise all of the potential that could come from making a blend of these two game genres.

Features that I found particularly good are the storyline, the fact it introduces research trees, the micro-management that resource farming requires, and the fact you have to worry about tower reloading (because they only reload when they fully deplete their clips), and the Titans’ behaviour, because they march ever onwards to the centre, not following a pre-set road or being stopped by towers and buildings, they just eat their way through. There are also the powerups, of which there are many, which can be saved up for later campaign missions where they will come in handy. This means that the game demands more tactical thinking instead of the conventional method of just placing your towers at key points like in Flash Element TD or on the road or making them follow self-built roads by placing towers in the way, such as in Desktop TD.

At the start of every level you obtain one point to spend in a research tree, this allows for customization of your arsenal and lets you focus on specific advantages from early on such as resource gathering or researching into drones/robots. A large problem with this is that some features of the trees, like drones, become effectively useless later on in the game which leaves you with a very large disadvantage, this applies to many things that you can research on and always in the end you end up placing all of your points into guns which then turns the game into a more generic tower defence game and away from the better thing it aspired to be.

Revenge of the Titans delivers three game modes; these consist of Campaign, Endless and Survival. The latter two add a slight replay factor to the game especially with the addition of online high scores, although this may keep some people playing after they have finished the game there is not enough variation in the extra game modes to keep the game fresh after a few hours play.


Best Bits

- Hours of challenging gameplay.
- Experimenting to find the best combination of talents.
- Money is continued through the campaign.
Worst Bits

- Doesn’t stray too far away from generic tower defence formula.
- Gameplay seems to have a certain “win” talent spec to follow.
- Repetitive gameplay.

by: Banjokazoozie

Copyright © Gamecell 2011