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CastleStorm review (XBLA)
13 years ago

CastleStorm review (XBLA)

CastleStorm was developed by Zen Studios and published by Microsoft Game Studios. It was released May 29, 2013 for 800 MSP. A copy was provided for review purposes.

CastleStorm Griffin

In CastleStorm you’ll sometimes shoot sheep. Out of a ballista. Into a castle. It’s made possible by a unique propulsion technique: rainbow excrement. Zen Studios’ CastleStorm is obviously not a game that takes itself seriously. It has a story, but it’s intentionally dumb. There are blue guys. There are red guys. The red guys steal a shiny object of immense power from the blue guys, and the blue guys, somewhat reluctantly, go to war in an attempt to retrieve it. Cutscenes filled with overtly cheesy and occasionally humorous jokes frequently interrupt the tower-defense-meets-Angry-Birds gameplay, but the joy of launching projectiles, which are only occasionally weaponized beasts, out of your ballista and towards enemy castles and opposing forces marching on your own castle will keep you coming back for more.

CastleStorm Multikill

Here’s what we liked:

Plenty of options — At first, CastleStorm will seem simple to a fault. You have a castle. The enemy has a castle. You have a ballista. The enemy has a ballista. You have soldiers. The enemy has soldiers. It’s a feeling that quickly evaporates as you progress through the campaign and unlock an impressive variety of unit types, ballista projectiles, magic spells, castles — including those you build yourself — and upgrades. Though you will encounter the occasional mission objective that changes things up a bit, most levels involve you defending your castle and flag while electing to either capture the enemy’s flag or tear their castle down to its foundation. Thanks to the numerous tools of destruction at your disposal and those employed by the enemy, this formula never gets old. It’s challenging and satisfying to implant arrows in troops’ heads, crash down gates with flying quadrupeds and blow castle rooms to smithereens with bombs. Good thing, too, because success in later levels is achieved only by nimbly managing your war assets. Fail to do so, and you’ll be overwhelmed as the no man’s land between the safety of the opposing castle gates quickly becomes the enemy’s land.

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Xbox One Dashboard

In the above screenshot of the Xbox One dashboard, you will notice that the categories above lists “Games” alongside other categories like “TV & Movies” and “Music” with equal representation. This matches our current Xbox 360 dashboard. However, in the Xbox 360, “Games” is further divided into categories such as “featured,” “arcade,” “on demand,” “indie,” etc. Each category represents the different tiers of games in expected presentation, length, genre, and pricing. Obviously, our own website is based exclusively around the Arcade games.

Well, it looks like all that will change with the Xbox One. In an interview with Eurogamer, Microsoft VP Phil Harrison said the following:

Phil Harrison: In the past we had retail games which came on disc, we had Xbox Live Arcade and we had Indie Games, and they had their own discrete channels or discrete silos. With Xbox One and the new marketplace, they’re games. We don’t make a distinction between whether a game is a 50-hour RPG epic or whether it is a puzzle game or whether it is something that fits halfway between the two–

Eurogamer: So no Xbox Live Arcade, no Xbox Live Indie Games – just games?

Phil Harrison: Just games, right. Search, recommendation, what your friends are playing, game DVR – these all go to helping you discover the games you want to play, so I think we solve fantastically some of the challenges that independent developers face, particularly around discovery and connecting their game to an audience, by some of the platform features we have in the machine itself.

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