IN Orcs Must Die! from Robot Entertainment We cut, chopped and burned orcs. IN Orcs Must Die!2 We cut, chopped up and burned the orcs again, but the former opponent – a sorceress – was added to the previous hero – a fighting magician. In a fresh branch Orcs Must Die! Unchained heroes are already seventeen, of which the valiant five of the orcoboevs is composed.
But the main difference from the main series is that now we have our own orcs (and not only they!) in the role of cannon fodder, and we send them to besiege the enemy fortress. Which is protected by another group of heroes guided by AI or living players, depending on the regime. The developers talk about their new game that she is about the “siege of the fortress” – Fortress Siege.
Green -skinned ones will not pass – and this is not racism
► Weavers cards are very easier to make life easier in battle.
Before the match, you choose a hero and a pre -drawn up deck of cards (at the first time they give a default deck). On the cards you will have glyphs – seals placed in certain places and strengthening friendly fighters, traps, armor and magic trinkets, as well as monsters that you populate into the barracks, and weavers (Weavers). The latter in the match orders reinforcements: from the plus to the reserve of mana of the hero to a tangible increase in the strength of all personal fighters. The assortment depends on the specialization of the weaver.
Between matches, we compose the deck with cards, and in the battle we fill the barracks with fighters and set the traps. One hero can leave only one card of troops in the barracks, so there will be five of them there, according to the number of heroes in the team, but each “gives birth” to several soldiers, besides different types. They will be born continuously until the match ends or until you strengthen the barracks – then you will have to put a card of the right level. You can replace it if desired, but for the leading points.
► gates blocking the road not only collapse, they can be opened or closed. Why not drive an enemy hero into an improvised trap?
However, if you think that the “our” orcs will meet with the enemy on the way and they will begin to knead each other, and you will look at it from the fortress walls, then … do not even think! Monster routes c Orcs Must Die! Unchained Do not intersect. And this means a tense defensive war.
A serious mess is preceded by a series of routine skirmishes, unless, of course, you play against AI, which are powerful monsters from the very beginning of the match (this happens only on high complexity and makes the battle with AI more or less interesting).
But when it smells fried, you will have to act quickly. There, stick a couple of scarecrows, here, attach a tipping tray with cobblestones to the ceiling and do not forget to regularly operate with a sword and fry with magic, since the heroes for which we play from the third person are immediately subject to all their abilities. The stronger your defense, the less terrible your fortress is enemy hordes and heroes who can also visit (like you – pay a visit to neighbors).
► The task in the match is not to destroy the main building, but to bring twenty monsters to the heart of the enemy base. Although in fact it does not change anything.
But keep in mind that the local "cannon meat" sometimes is in a damn toothy even in small quantities. If you play not with a magician or a shooter, then it is better to cover serious breakthroughs to several heroes – they will trample the loners in the heart.
However, our main shield is traps. They slow down, set fire, flatten it – in a word, do everything so that the alien soldier is bogged down on the approaches. Does not interfere and take into account the resistance and vulnerability of the advancing and select the appropriate "surprises". Say, Ogram does not care for steel, but they do not like fire – so let them pour hot stone streams on the tops.
However, there is no point in sophistication. To pierce the enemy, usually there is enough hodgepodge from everything a little. Perhaps cunning ligaments will be in demand in rating matches, but so far you will probably not say.
One griefs-the opportunity to show ingenuity in some places has stopped at all. Neither monsters, no trap, no other Orcs Must Die! Unchained The pumping does not give in. Whereas in Orcs Must Die! 2 The most lasting mechanism accounts for the least three improvements.
The trouble unites
► glyphs – it seems to be a new variable in a strategic equation, but, alas, their magic is not happy with the variety: continuous advantages to characteristics.
This is slightly constrained not only by personal creativity, but also by the team. Where it would be possible to think together-whether to replace those gates with a trap with spikes with a burning sulfur or it will do so, squeeze the naphtha sprayer here or use a wall-in-a rifle mechanism-it is most often enough to assemble everything in a pile.
But at our disposal other collective kunshtuki. The most pressing, perhaps, is to correctly disperse along the paths and jump from one to the other in time. Say, the talents of the incinerator (Smolder), frying the orcs with bare hands, are very useful in the rear. And it is worth sending Hogarth to the vanguard, which will strengthen the defense with magic and support its “cannon meat”.
► On the only map available now, the teams have two barracks. True, the second is bought for a tidy amount.
However, almost all characters are connected with https://mister-x-gb-casino.co.uk/ their (and not only) minions, and this is another reason for joint actions. For example, the orcs dying near the bloodshound (BloodSpike) make up for him a part of mana, and he knows how to strengthen the green houses and turn them into a living bomb. If you train more orcs together, the benefits of thug will increase by an order of magnitude. And such combinations can be invented a lot.
The same applies to the layout of the detachments. Consider who the partners settled in the barracks, and act accordingly. Comrades leaned on melee – delight them with rifle cover. A crowd of thick-breath healthy people breaks from the gate-throw them a goblin-kisser.
► a place for different types of cards is limited, so you don't grab everything in a row.
You can still study the order of the exit of the fighters from the barracks and organize an impenetrable system. Let the giants stomp ahead, followed by the orcs in armor, and the Gnom and goblin shamans hide behind them – and the wounds are poking, and the barrier will put the magic. Behind them you can let another pack of sorcerers – so that the first sorcerer detachment does not feel like the nearest traps.
All this can be useful to win in the notorious rating battles. However, the played team and voice chat can not do in any way. You just have nowhere to know who the comrades took to the battle. And the replacement of fighters already put in the production of fighters in order to adapt to the situation – the pleasure is not cheap.
And finally, a completely mercantile, but nevertheless an important reason to rally is an improvement in the barracks. Pumping the old one or starting a new monstrvester alone is very difficult, more precisely expensive, and it is better to throw it.
Democracy in the orch
► all the branded humor went somewhere, and for this it is terrible to be terribly. The conversations of the combat magician and the sorceress here, of course, are not in place, but the custody (when someone is dying, for example) would not interfere.
By the way, about "throw it out". It is not known whether the situation will change after the release, but so far monetization is more than sparing. All cards good is bought for the currency of real and game. The last we have two types: Sweets issued for played matches … and orc limbs, extracted mainly from cards – usually unnecessary. In addition, we are awarded with gift packs of cards for reaching a new level.
But all the same can be bought at the start for real money, without a finger on the finger without hitting. And although this does not give a pronounced advantage, at first, when newcomers have the simplest deck, powerful cards may well strengthen the “donators”. But this is not for long. Soon and the brand new will have their bonfires in the sleeves.
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Orcs Must Die! Unchained It is necessary to make more thoughtful defense (hint: I would very much like to see the improved traps!) and give an incentive to use inventive strategies. This will give her depth and identity and change the sensations from the game. We are unlikely to wait for the release (the game should appear before the end of the year), it remains to rely on future updates.
Success factors
Risk factors
- The idea is rich and cheerful;
- a look at the previous "orcs" from a different angle;
- Sparing monetization.
- strategic depth was affected;
- There is no incentive to be particularly sophisticated in tactics.
We will wait?
The "orcs" went to the adversarial rails in variability and strategic depths. But the idea is still excellent, and if Orcs Must Die! Unchained Comb the good, then not for release, but after a few updates from it, an exceptional representative of the genre can be obtained.
Expectations rating: 90%