You know you're about to review a good
game when you get ready to start writing and instead you just start
playing the game for a half hour. That's what just happened to me
when I fired up Sanctum 2 to let it run in case I needed to reference
it during the writing of this review.
Sanctum 2 is an FPS tower-defense
game. It's a pretty even match of both genres. In each level, you
construct, upgrade, and configure an array of towers. Then, you face
a wave of enemies. You whip out a gun and run around shooting
enemies. Between the towers and your own firepower, you must defend a
giant sphere called a core in the level. If your core survives the
wave, you get more resources to build and upgrade your towers, and
then you face the next wave. If you die, you re-spawn. You only lose
if your core gets taken out.
Sanctum 2's story is told in a really
ingenious way. You are given no back story at all. You are thrown
right into the thick of the action and you'll have to catch up with
what is going on as you go. The story is told through beautiful comic
book style panels that appear between levels. The story is ingenious
because you basically pick it up through context and reading
conversations in the comics. You aren't directly told anything, but
you soon get a grasp on the basic situation, and by the end, you feel
like you really know the characters and the story just as well as if
it had been to to you explicitly. I haven't really seen a game pull
this kind of story off in this way before. It really adds to the
drama of the action to not know exactly what is going on at first.
You feel like you are being dragged along for the wild ride; sort of
like a movie that starts in the middle of an action scene and
explains the situation later. Unfortunately exactly what happens at
the end is a little unclear (although it is clearly really cool), but
up until that point the story and its method of delivery is just
great. Now, given what I just told you, I obviously can't tell you
anything about the story.
So, when you fire up Sanctum 2 and
load up a level, you must first choose a character. There are four to
choose from. Each character is defined by their main weapon, which no
one else can use, and a few unique abilities. Without getting into
the nitty gritty details, there is Skye, who has an assault rifle and
can double jump. Then there's Sweet, who has a rocket launcher and
has better maneuverability while jumping. SiMO is a robot with a
sniper rifle who does extra damage if he hits enemies in their weak
spot, and Haigen has a shotgun and does more damage if he is close to
the enemy. Once you pick a character, you pick a secondary weapon for
them. Then you pick what towers you want to take into the level with
you, and then you take perks for the character. So there are a lot of
choices to make to trick out how you want to play. You gain
experience for playing, and when you level up, you unlock new
secondary weapons, towers, perks, and tower and perk slots that let
you take more of those things with you into battle. There are quite a
few weapons and towers to earn, and many perks, and taking different
stuff drastically changes your performance in the level. I found
a few favorite perks and stuck with them (such as the one that heals
the core after each round), and rotated my other perks based on what
was needed for the level and character (there is one that make you re-spawn instantly instead of having to wait 10 seconds, one that damages all enemies around you, one that makes enemies explode when they die, and many others). I found tower combinations
that I liked to use early on, but was able to experiment enough that
I would change my line up from time to time. I tried to rotate which
characters I used. My most used was Haigen, whose shotgun, which can
charge up and fire extremely strong blasts, is devastating and
extremely useful, but I also had a good run sniping enemies as SiMO
for a few levels. And while I was less successful playing as Skye and
Sweet, I still used them for a couple of levels and enjoyed playing
as them a lot. Helping you pick your favorites in all these categories are numbers that pop out of enemies when you damage them, RPG style. I love this. Just like in Soldner-X, this addition really adds a lot to the gameplay and feel. It's like it's asking you to experiment and try new things.
Once you are in the level, you select
a tower to build with the d-pad. You then aim the reticle where you
want to build using classic FPS controls; left stick to move the
character, right stick to aim the cross hair. The level is divided
into a grid with each tower taking up a square. You hold R2 for a
second to build the tower. R1 recycles it, giving you back the
resources you used up to build it. This lets you change up your build
between rounds and experiment. Holding R2 while aiming at a tower
allows you to upgrade it. You start with a general cannon tower, but
soon start to earn more exotic ones, such as a gatling gun, a mine
dispenser, and a tower that boosts other towers' attack power (plus
there are 8 others, but I don't want to spoil them!). Besides these
offensive towers, you also have tower bases, which act as blockades.
Usually you have enough of these that you can build a maze that the
enemies have to run through in order to get to the core. You can
never close off a section of the maze completely; there must always
be a way for the enemies to get through, but besides that rule your
imagination is the limit. Designing these mazes is really fun, and
the controls make it easy to do quickly. Two tools aid you in the
design process. The first is the mini-map on the side of the screen,
which can be blown up to nearly full screen size instantly by holding
R1. The other is a line that flies through the air at regular
intervals showing you the route the enemies will take to get to the
core. This line updates in real-time as you build and is visible both in the level and on the mini-map. Building towers in the first person
view might sound a bit cumbersome, but it actually works really
smoothly. And the design part of it is really deep. You'll get some
great “Aha!” moments as you design mazes that double back on
themselves to let a tower get a second crack at the enemy, or create
a shape that routes multiple enemy forces through the same kill zone
of towers. The line that shows you the enemy route is an ingenious idea.
You start the round when you are ready
by pressing select, although some rounds start automatically after a
timer ticks down, which puts the pressure on you to build quickly.
The shooting controls are pretty standard. R2 is fire and R1 is
alternate fire. All weapons have really cool alternate fire modes.
For example, the shotgun's alternate mode charges up its power, the
rocket launcher locks on to enemies if you hold alt fire, and the SMG
secondary weapon shoots poison darts! L2 is the aim button, which
slows your movement to a crawl but zooms in down the sights of your
weapon allowing for better accuracy. Square is reload, X is jump,
triangle is switch weapon, and clicking R3 makes you run. Some enemy
types like to attack you if they get the chance while others will
totally ignore you and make a bee-line for the core. Sanctum 2 really
feels different in the shooting department because your weapons don't
have all that many shots in their magazines. Ammo is unlimited, but
you'll have to reload a lot, and you only have 2 weapons. Reloading
is a little lengthier affair than in most games, but your guns can
reload themselves while you are firing your other gun (I think this
is because they are all energy weapons and are technically cooling
down, not reloading). The only way to continually lay down fire is to
constantly switch between your two weapons. You must always be sure
to empty your clip to cause an automatic reload or to press the
reload button before switching weapons. Otherwise you will be
switching over to a weapon with only a few shots left and be stranded
without the ability to shoot for a few precious seconds. This forces
you to play really well and always manage your weapons correctly and
to make sure your tower design is tight, as you can't rely on being
able to save the day totally on your own.
And that's the real beauty of Sanctum
2. It is balanced to a T. You need to personally play well and shoot
straight, but you also need to design a clever maze and set up your
towers in just the right configurations. If you fail at either, you
probably won't be able to defend your core through enough rounds to
clear the level. It truly is tower defense and first-person shooting
at the same time. Both are equally important. The difficulty is keyed
right into this formula too. Many of the levels took me several
lengthy tries, but the game is so engaging and there are so many
methods and combinations to experiment with, I would often play these
levels over and over again in a row without getting bored.
The level design is also pretty
brilliant. The levels are very varied. They seemingly take you
through every type of situation you could imagine, from defending a
single core from a single attack point to defending multiple cores
from multiple angles. There are wide open arenas for you to build in
and tight spaces where every tower placement drastically alters the
enemies' movement pattern. There are cores that are in the middle of
the level and must be protected from all sides and cores that need to
be almost fully protected by towers while you personally guard
another core yourself. You will build mazes that funnel enemies into
big killzones for your towers and mazes that just lead the enemies on
a circuitous route to buy you some time. Some levels don't even let
you build a maze at all, making you place towers with a totally
different philosophy. Most make you think about how you are going to
take out both mobs of little enemies and attacks by titanic armored
beasts given the current terrain. There are 16 levels, and they are
all really well-designed and fun. They even have secret areas you can
explore, which usually contain mines you can bring back to the main
part of the level and plant. And the last level... your jaw might
drop when you see how that is set up. Brilliant.
Visually, this is a really unique and
interesting world. The player characters are all wearing this
futuristic white armor with mostly rounded edges. Thy all have one
normal hand and one gigantic robotic hand that holds their heavy
weapons. SiMO has a holographic screen for a face that makes silly
images and also displays information readouts that the other
characters read like a computer screen. The weapons all look really
great too. Even familiar weapons look exotic and different, and the
guns have lots of weird moving parts and interesting visual features
on them. The towers are incredibly sleek and clean, like they are medical equipment or something. The
enemies are amazing too. They have a beautiful purple and black color
scheme with one bright red eye-like slit in the middle. This design
carries over to flying enemies with fluttering tentacles, giant
four-legged beasts, massive boss monsters (which are the only enemies
that can destroy your towers, I should mention), and other strange
monstrosities, like a four-legged enemy called a Soaker that carries
a gigantic red, pulsating bulb on top of it, and small kamikaze
enemies that look like they just crawled out of on of those
underwater caves that are out in the middle of nowhere. The enemies
are grotesque, bizarre, and beautiful and very unique. My reaction to the human, mechanical, and creature designs was that I want
action figures or model kits of them, and I can think of no higher
praise. The landscapes of the levels and the art in the comic strips
lives up to this same very high standard.
If you want to mess around with the
game's basic formula, there are some interesting ways to do so. You
can switch to survival mode, which makes waves of enemies continue to
come past the levels' normal ten or so rounds. The level goes until
you loose the core in this mode. More interesting to me however, are
the feats of strength. These are settings you can add to a level that
make it more difficult and give you an experience bonus. There are
five of these, and they do things like make enemies faster or
stronger or harder to kill. After beating the game, I wanted to try
and beat it with all five enabled, as the trophy list beckons you to
do. After awhile, it became clear to me that even when using the
ingenious strategies I found on this youtube channel (which I
recommend only using after you beat the game with your own
strategies!) I am not quite good enough to beat most of the levels
this way. I decided to beat the game with 3 feats of strength active.
I beat most of the game this way, but had to turn it down to 2 feats
of strength for a few of the tougher levels, and even down to 1 for
the craziness that is the final level (especially because the
strategy used on the youtube channel for this level has been patched
so that it doesn't work now! I had to improvise my own strategy based
on the idea in the video). The feats of strength are basically a
customizable hard mode that you can tailor to your needs while
increasing your XP gain, which is awesome. It's a great way to do a
hard mode that more games should consider.
The music side of Sanctum 2 is solid.
There are a few calm beautiful tunes that play during the building
phase and on the title screen, but the music that chimes in during
the attack phase is epic – movie score type stuff that gets the
adrenaline flowing. The song that plays during the build phase of the
final level is a standout. It's like a slowed down chill remix of an
early Daft Punk song or something. The calm tune on the title screen
is also great as you stare into the distant landscape featured there.
I want to take a minute and
congratulate Sanctum 2's developers for their handling of texture
pop. The level loads up in the background while you pick your
character and loadout. So when you drop into the level, it is fully
loaded! Amazing! I think it's pretty obvious that you need to do
something like this if you are using Unreal engine, but most games
totally ignore this concept and just have the textures pop in as you
go, which looks incredibly stupid and kills any immersion they might
have going on. Come on AAA games! You couldn't figure this out!
Sanctum 2 occasionally has some
frame rate drop when the action gets really, really out of control.
There are two levels where this might happen and even when the
problem shows up, it's not that bad, and the game runs smoothly
otherwise.
You can play up to four player co-op,
and I can see how it is really designed for co-op play in many ways
as the different characters are pretty varied and are much better at
certain things than the others. The also levels feature situations that
would allow for coordinated attacks and such. From what I hear the
difficulty scales up as you add more players too. I still felt like I
got a great, perfectly balanced experience playing solo though.
Unfortunately I don't have the ability to test out the mulitplayer at
this time.
I am really jealous that the Steam
version of this game has a lot of DLC with new levels, enemies,
weapons, towers, perks, and even a new character. Even the 360
version got some of those things too. From what I read, the PS3
version of this game was a flop (which is insane as this is such,
such, such a great game) and there are no plans to bring the DLC
over. Sadness.
Sanctum 2 is a nearly perfect game. If
it had just stuck the landing on the ending and lost the framerate
problem, it would probably be there. It is unique and executed almost
perfectly. It's balance reminds me of the superb difficulty tuning of
the Wipeout games. It's amazing that it does something so different
and does it so well. The next article I write for the blog will be
the 2nd Annual Game of My Year Awards, and Sanctum 2 is a
big contender. It is so close to a perfect score. It's deep, yet fun
to play. It requires planning and strategy but also twitchy shooting
skills. Its character, creature, and mechanical design are among the
best in gaming. It's addictive and varried and difficult. It's a
great game, tier 2.
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