Monday, May 16, 2011

Savage Moon (A mini dual review)



            There are many many many Tower Defense games on the market many of which have taken the genre about as far as it possibly can be taken. And the Savage Moon series is neither what one would relate to being a fan favorite or well known commodity and staying the course of originality I would not declare any of it to be. But I will not undersell this game or any game solely on my perception of that title.

Unlike most games found in the genre Savage Moon strays from the safety net just enough to find rubble and destruction resting where a proud machine gun nest once lie. That is to declare that the fine folks over at FluffyLogic advocate the death of one's property if it somehow winds up in amidst the dark side of the moon.

One can perceive then that blocking pathways with turrets or more then likely their counterpart, the vanilla offense/defenseless blocking block can merely trivialize the world but this simply is not true. The "aliens" come in many different flavors all of which require different tactics of which many can and will decimate you in a timely manner. Thus the inception of support towers such as repairing/amp/aforementioned block.

But to quote Carl von Clausewitz:

  The best defense is a good offense

And sure how do the bullets/mortars fly. Like the typical legacy of the genre, more then everything expected is put on display. Upgrades, multiple turret variations, winding paths, etc etc. Which of course as per expected rather plays well into the paper rock scissor mentality of the game.

There some major drawbacks to the PSP iteration (Hera) however.



           Unlike the original, Hera is set up using a Risk style over world where the player can relegate resources (namely tower pods/blocking pods and money) to each chosen scenario during the course of a twenty Imoon extravaganza. While given a "suggested" requirement the problem in fact stems from the ability to overload a world snowballing the entire process. On the flip-side of things if one does indeed fail to protect their mining fellows then you will potentially lose an entire Imoon and be required to re-clear levels once already done. To make matters worse the game's trial and error style neither offers a "get out of jail card" or the ability to restart forcing the user to shut down the game/system and come back.

However with that being said, the psp incarnation still rocks the core tower defense mantra found not only in its precedent but many other TD presentations. While not the prettiest nor the best at what it does I'd still recommend it to those yearning for more tower defense to scratch their insatiable itch assuming of course they've already finished the superior Pixel Junk Monsters.


Savage Moon PS3 edition : 8/10

Citing Graphics, ease of use, depth, and encouraging trophies as my pros.

Cons would be lack of co-op (not a deal breaker) and early difficulties to adjust.


Hera Edition: 6.5/10

Suggesting that while core game-play remains intact and otherwise in good shape; over world, lack of restart, lack of easy to read ground pathways otherwise stutter the game.



- Rossini


Couple of things I'd like to add. First things first I don't think I'll be adding these to Amazon. They're slightly lazy and somewhat uninformed(sort of like most reviews there. Zing!). I may in the days following touch them up and post them if I so choose. Will inform if/when for those interested.

I also didn't intend to post this as my next post. Saturday was a bad day and quite simply required much time of mine. Sunday on the other hand was a wash due to the Bulls game. And while I don't even care for basketball anymore, a free game is a free game. I tried my best to make it by Sunday but it came and went. Still I got this tidied up rather quickly so that is something.

Needless to say I will update and post my intended stuff soon. Hopefully as always.

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