Most of the towers will be able familiar to anyone who has dabbled in the tower defence genre before: there's the machinegun, the one that slows people down, the cannon, and so on. Each level's “base” sits at the centre of the map, being a planet or a space station or something, and round that are a number of concentric rings – orbits on which your towers, or in this case satellites, can be placed. There's lots to like about Unstoppable Gorg, and not just the neat presentation and excellent production: the actual tower-defence model is clever too. They tell the story and introduce a number of amusing alien characters, like this guy: It looks like this:Īnd between the levels you get superbly-produced send up sequences like this: These thoughts were at the forefront of my mind as I played FutureMark's Unstoppable Gorg, a tower defence game with a kitsch 1950s sci-fi theme, and posited in orbital defence of satellites and planets throughout the solar system. Inwardly, though, the thought troubled me: is that what people think of tower defence? I changed the subject to talk about the giant owl that, until yesterday, had been eating cats in my village. I laughed too, but the ejection was hollow, because I adore tower defence games. “You might as well make a tower defence game!” he laughed. The other day I was having a chat with a gaming friend of mine, and we were talking about people's interest in playing games that were basically unimaginative – Zynga stuff, that sort of thing – and we came to the conclusion that the people making those games couldn't have much interest in actually exploring what was interesting about designing games.
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