October 28th, 2011 | By

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It’s an old cliché that should really be condemned to the deep bowels of Hell, but Dungeon Defenders’ marketing campaign hasn’t exactly been helped by the oldLondonbus syndrome. An RPG/tower defence hybrid once seemed like a novel idea that the gaming world was crying out for, only for two to come along at once. Sadly for Trendy Entertainment’s Dungeon Defenders, it was beaten to the punch by a week by Orcs Must Die, another tower defence monolith that gained a hugely favourable review here at IGM. How, then, does Dungeon Defenders respond to the challenge laid down by its rival?

It responds well, my friends. Very well, even. In fact, I’d even go as far as to call Dungeon Defenders one of the most unexpectedly gleeful and satisfying gaming experiences of 2011 so far.

But what does it do so right? Well, for starters, it’s a game that can be played on several different – ahem – levels. If you’re a lone ranger content to voyage into the beleaguered realm of Eternia solo, Dungeon Defenders has you more than catered for. Playing as one of four separate classes, it’s up to you to defend your revered Eternia Crystal, a relic that serves as a somewhat contrived target area, yet one that does the job, from ever-increasing waves of mythical creatures of various shapes and sizes. In many ways, it’s the classic tower defence formula in action, with considerable importance placed upon the strategic positioning of a range of turrets and defence mechanisms.

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Richard is an embittered Englishman with a warped outlook on the surrounding world. When he isn't rambling about his latest nugget of garbled contemplation, he's probably taking a look at the latest breakthroughs in innovative indie game design. However, behind his stony visage lies a shy, sensitive figure, so go easy on him, won't you?There is currently no description for this author...

  • http://tavialewis.com/ tavia

    This looks so cute and fun! Though, it also looks a bit like FF with all it’s menus and I’m not a big fan of that…