Dungeon Defenders was developed by Trendy Entertainment and published by Reverb Publishing. It was released on October 19, 2011 for 1200 MSP. A copy of the game was provided for review purposes.
Loot, levels, and fantasy creatures–the essence of most RPGs. Add hack and slash, also quite the staple, and spells, then four different classes, then add an array of towers to summon, four player coop, challenge levels, survival and tower-only modes, a player versus player mode, and plenty of customization. In a nutshell, or perhaps an empty watermelon? No, maybe a carved out star. Yeah. That’s Dungeon Defenders. This action RPG tower defense has an abundance of content, variety, and polish; what do you know, the three spices of life!
Dungeon Defenders takes a semi-new approach to the tower defense genre, employing traditional elements like loot, leveling up, classes and towers while also changing the mentality up, advocating use of blockades at choke points and giving each class a different set of towers to summon as well as abilities. Of the four classes are the Apprentice, magic user employing high damage dealing elemental towers; the Squire, who takes the hordes with a sword while being backed by meaty blockades; the Huntress, with ranged weapon in hand and powerful multi-use traps; and lastly the Monk, support class extraordinaire, able to use both ranged and melee attacks and summon auras which apply affects or damage over a wide area. Levels are long and allow for up to four players with drop in and out coop local or online. Each level also has a challenge mission which presents distinct gameplay variations that force players to change their tactics, foregoing entire elements of the game or sometimes making them more important. The loot system is robust, allowing for set bonuses, rewarding players for playing on higher difficulty levels and with more people in their party. Mana gained during levels can be used to upgrade weapons, armor and pets.
There’s just so much in this game, it’s mind boggling.
Sega Bass Fishing was developed and published by Sega. It was released October 5, 2011 and retails for 800 MSP.
Sega Bass Fishing was originally an arcade game that was then brought over to the Dreamcast. What we get now on XBLA is an almost exact replica of the Dreamcast version sans the fishing controller. Sega Bass Fishing is an arcade style fishing game. It mixes serious fishing technique and approaches with arcade style speed and action. Far from being a simulation (10 to 20 pound largemouth bass are commonplace here) it still manages to feel like authentic fishing. This old-school game is sure to be a favorite amongst old fans but still has the goods to entertain a new audience.
Worms: Ultimate Mayhem was developed by Team 17 and retails for 1200 Microsoft Points. It was released on Septemer 28, 2011. A copy of the game was provided for review.
If you’re reading this review, chances are you’ve heard of the Worms franchise. Debuting back in 1995, Team 17’s flagship franchise has graced over a dozen platforms since it first emerged from its digital hole. Known for its mix of strategy, action and humor, the franchise made its mark and has for the most part stuck to its classic 2D formula. In 2003, the Worms franchise went 3D for the first time with Worms 3D, marking a major departure for the series. In 2005, Team 17 followed the game up with a sequel, Worms: Mayhem. Fast forward to 2011, where Team 17 has compiled the content of both 3D Worms offerings into one package for Xbox Live Arcade aptly titled, Worms: Ultimate Mayhem.
Sorcerer’s Lair for Pinball FX 2 was developed by Zen Studios and retails for 240 MSP. It was released on October 12, 2011. A copy of the table was provided for review purposes.
The latest installation into the Pinball FX 2 series is none other than Sorcerer’s Lair. This table was released some time ago on the PlayStation 3 and is finally making its way to Xbox Live. Despite the fact that this table is a retread of an older release it stands tall as another excellent example of Zen Studios craftsmanship in the realm of pinball.
This is one of the first tables in some time to be released without a link to some sort of established IP. This makes its success all the more impressive because the lack of familiarity with the theme doesn’t slow it down at all. Sorcerer’s Lair is another medium length table that plays relatively fast. High scores are definitely possible on this very fun table.
MLB Bobblehead Battle was developed and published by Konami Digital Entertainment. it was released on August 28, 2011 for 800 MSP. A copy of this game was provided for review purposes.
MLB Bobblehead Battle isn’t your normal baseball game. Though all your favorite teams and players are there, the main focus here is pitching and batting. This time around the folks over at Konami have done away with dealing with controlling extra players, no more catching the pop fly to left field, no more picking off second base with B.J. Upton. Instead, the field is now boxed out into sections marked single, double, triple, home run, etc. Wherever the ball stops, that’s what you get.
To make this a little more difficult yet fun they have added different objects throughout the outfield to force a higher emphasis on ball placement. There are also power-up cards that will either give you an advantage or even put your opponent at a disadvantage for a set number of rounds. MLB Bobblehead Battle has a few different modes to choose from including exhibition, challenge and even a stadium editor for you to build your own “battleground”.
Mercury Hg was developed by Eiconic Games and published by Ignition Entertainment. The game was released October 4, 2011 for 400 MSP.
Playing with mercury in real life can be a cool experiment, but it’s all fun and games until you get mercury poisoning. Thankfully the budget-priced Mercury Hg comes along to give us the fun of mercury in a safe, poison free environment. For the first 400 MSP game to come along in a long while, this game is so good you’d think it cost more. Awesome gameplay mixed with colorful graphics and a well-implemented music feature is a great way to have fun … with science.
Orcs Must Die! was developed by Robot Entertainment, Inc and published by Microsoft Studios. It was released October 5, 2011 for 1200 MSP. A copy of the game was provided for review purposes.
Orcs Must Die! is an action tower defense game created by Robot Entertainment, an independent game development studio formed by veterans of Ensemble Studios, the creators of Halo Wars and the Age of Empires franchise. You play as a young War Mage who is promoted following a workplace accident by the previous defender and left within the orc homeland to defend 24 fortresses. These fortresses were built by The Order to protect magical rifts or portals that connect the worlds. Utilizing an arsenal of weapons, traps and spells you must stop the enraged mob of orcs and other villainous monsters from reaching these rifts and crossing over to your world.
Rotastic was developed by Dancing Dots and published by Focus Home Interactive. It was released September 21, 2011 for 800 MSP. A copy was provided for review purposes.
Action-puzzler Rotastic has been teasing us for a while with hilarious pictures and a steady stream of multiplayer info. The only controls in the game are the A button and the bumpers, which are just enough to let you grab on to pivots and change the direction you’re spinning. Armed with this knowledge, you’ll take to the skies to gather up crystals, evade monsters, battle enemies, flick switches, explode birds, and collect helmets made of progressively more expensive rocks. So what did we think after completing the 60-some levels and playing a bunch of the multiplayer? Read on!
Radiant Silvergun was developed by Treasure. It was released September 14, 2011 and retails for 1200 MSP. A copy of the game was provided for review purposes.
Way back in 1998 a little game called Radiant Silvergun was released in Japanese arcades. Shortly thereafter it was ported to the Sega Saturn, but again only in Japan. But a funny thing happened that really doesn’t happen all that often. Somehow through word of mouth and game magazine hype this little game developed a following in the rest of the world. People started importing the game so they could play it. The only problem was that RSG was a limited release even by Japanese standards. Prices skyrocketed. Even today a copy for the Saturn could fetch between $150 – $200. Out of the reach of most gamers, this game continued to have great word of mouth for the last decade. It was, in truth, one of the most popular games that no one had ever played. But that is all behind us now. Finally the rest of the world gets to see what Radiant Silvergun is all about.
Burnout Crash was developed by Criterion Games and published by EA. It was released September 21, 2011 for 800 MSP. A copy of the game was provided for review purposes.
Crashing cars has always been the appeal and the overall point of the Burnout series. Up until the last installment in the series, Burnout Paradise, Crash mode had been a staple that rivaled the the core racing game in popularity. Believe it or not, six years have passed since Criterion’s puzzle-like mode has seen a release of any kind. The wait has been far too long.
In Burnout Crash, the series is taken to new levels of absurdity as players wreak havoc in Crash City; a city with locations as diverse as those at a movie studio and more natural disasters than a town in Sim City. The game consists of 18 intersections ready to be deconstructed in 3 game modes. Each revolves around the concept of driving a car into a busy intersection and using a recharging explosive blast, known as a Crashbreaker, to how much damage can be done under a given mode’s conditions. How does Crash hold up in it’s solo debut?