'Prime World: Defenders'
ESRB rating: Teen
Review rating: 3.0 stars
The idea of tower defense games sounded pretty lackluster at first, but my mind was changed after playing them. Still, many people balk at the idea of setting up A.I.-controlled towers to eradicate hordes of A.I.-controlled enemies that willingly advance to their doom. So why did the developers of "Prime World: Defenders" think that forcing players to grind through their game is a good idea?
On the other hand, adding a card-game mechanic to tower defense certainly ramps up the possibilities and makes game play more interesting. I really enjoy collecting different tower cards much more than simply earning towers the traditional way. It's also cool to randomly discover new ones.
Even better is the ability to upgrade cards to make them more powerful. This is done in two ways: by combining cards with other cards to increase their power level or by fusing two identical cards together to unlock the ability to upgrade them to additional levels during game play. Everyone who plays tower defense games knows that having the most powerful towers is the way to go.
Collecting cards may be new, but the game play follows the standard template for this genre. Players can place towers only where they're allowed, which is usually beside the paths that enemies take. Some towers are more effective against single enemies while others destroy flying enemies. It's also possible to utilize magic to place curses or slow down fast-movers.
My problem is that certain boss levels require players to grind through previous levels over and over just to gain enough power to win. Combine this with the possibility of not getting certain powerful cards because of random rewards, and the result will make most players quit before they beat the game. This is really disappointing because without the tedium, "Prime World: Defenders" is worth recommending!