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.
Might & Magic: Clash of Heroes was developed by Capybara Games, published by Ubisoft and released on April 14, 2011 for 1200MSP.
Clash of Heroes stems from the Might & Magic franchise but takes it into a completely different direction with puzzle/strategy-based gameplay and a fairly self-contained storyline from the rest of the series’s continuity. With roots in the familiar match-three mechanics of games like Bejeweled, Clash of Heroes may appear to be quite generic at first glance. However, the game’s critical success in its 2009 Nintendo DS release suggests otherwise. Does Capybara’s latest XBLA release manage to carry over a winning formula that can capture the love of a different gaming audience?