Ward off both Hell and boredom at the same time
It's always entertaining when developers take a mishmash of gaming genres and combine them into one game. That's exactly what Anti Gravity Studios has done with Hell Warders, part action-RPG, part tower-defense game. The end result makes for a compelling enough game to stick with to the very end, if not one that reveals most of its tricks in its repertoire fairly early.
Battles in Hell Warders consist of various waves, with the goal of using your character (from a choice of three types with different skills and attacks to them) and an assortment of troops to ward off attacking waves of Hell's warriors. At the beginning of each battle, you get some currency to work with to purchase new troops to place around the 3D arena battlegrounds in real time, as well as upgrade their power. Once you're ready and raring to go to war with Hell's forces, the first wave begins.
Troops come in the form of foot soldiers, archers, mages, catapults, ballistas, and more, and each is introduced one after the other per mission, of which there are five per area of the game--around 20 total. The more powerful the troop type, the more money they cost to place. You're limited by not only how much money you have to work with--though this is remedied by the fact that enemies do drop money as battles wage on--but how many different units you can have active on the battlefield at one time, and how many times you can strengthen them. There's definitely strategy in factoring in where to place units, what types of units to have, and when to strengthen them.
This boss surely isn't going to play a game of croquet with its mallet. |
The final mission of each area of the game features a tremendously powerful boss to take down in the final wave. These foes are large and definitely in charge, able to strike down your units as well as your own character with one to two blows. While your troops don't revive themselves, your character does--though it requires a ten second wait period to do so, and in a game with a focus on time and micromanagement, this can be a killer. Well, not as much as a killer as the rather difficult bosses to battle.
One of the early battlefields in Hell Warders' campaign introduces a bit of verticality into the fold. |
Hell Warders supports co-operative play for up to four players online, and really, it seems like the game was mostly built for that. Trying to multitask and micromanage later battles in Hell Warders' campaign gets to the point where luck becomes as much of a factor as skill when you're playing alone. The proverbial cards have to be stacked in your favor sometimes just to get a victory, which obviously isn't a problem when you have one or more other players helping you out against Hell's horde of monsters and demons. A bit more balance for solo players would have been greatly appreciated.
Join forces online to ward off the forces of Hell together. |
Hell Warders shows most of its tricks early on within its campaign, but the tricks it does have are pretty solid. The balance of the campaign in solo play is off kilter by quite a bit, and the performance is less than satisfactory. It all amounts to a game that you'll be warding off not only Hell's forces, but also the occasional frustration here and there, too.
[SPC Says: C]
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