


Given how many enemies you can expect to see in a single map, variety certainly goes a long way in helping to avoid monotony and there does seem a decent amount. I also quite like the interactive environment traps dotted around, meaning the hordes are hit with extra force from the likes of oil spills and spiked barrels, should you be in the close vicinity to activate them. From the depths of the sewers, to a room fit for a king, each has its very own style and a well thought out, often complex, layout with both low and high areas. Where the map designs are concerned, they are the most impressive part of the entire game, ensuring not a single area feels too similar to another. Not ideal if any mid-battle changes need to be made, however the general frantic nature of the game works well to keep you on your toes. The controls aren’t very intuitive when dealing with the defences, whether you’re placing, selling, or upgrading especially when you try and cancel an action, it’s iffy as to whether it works immediately. There is a limit to how much you can actually put out and if you don’t have enough mana, which is garnered between waves, then that’s tough luck. In terms of the specialised defences at your disposal, some of the best ones come with the initially locked down characters, but the starting quartet still have fiery towers, spiky blockades and a blazing balloon that scorches all who pass by.Įnemies arrive from multiple directions indicated during a building phase, the ideal time to strategically place your defensive bits and bobs. My personal favourites are the blazing phoenix fired from the bow of the Huntress and a fallen knight summoned by the Abyss Lord. The general attacks are nothing special, but the impressiveness of the abilities depends upon the character chosen. It’s just a shame the button configuration makes it a little confusing as it requires a bumper button and the D-Pad to initiate a swap the problem is I forget which direction a character is attributed to and if pressed without the bumper, it drops all your bloody mana.Įach character has a standard attack, a charge attack, three increasingly more powerful blue mana abilities to unlock and four unlockable defensive structures/traps to place upon the map which use a green mana. What’s great is that you can take four characters into a battle and although only one can be in use at any time, switching between them on the fly to mix and match their best features is possible.

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The central heroes of the story are the Squire, the Huntress, the Monk, and the Apprentice, and these are available for free to kick-start your roster. To defeat all onrushing enemies, you need to take control of a character from your hero deck – which is limited to four character slots at the beginning. You won’t see a plethora of different modes, but one thing Dungeon Defenders II doesn’t suffer with is a lack of content in those modes that are present. These are additional levels that test your skills with even tougher, more specialised enemies, ultimately providing the most coveted loot.

There’s quite a bit of longevity in the Campaign, but should you overcome it all, then the Chaos Trials await you. It’s not easy to complete the campaign by any means, as the levels get difficult pretty quickly and require a fair few tries at times – or a lot more if you’re rubbish like me. Survive and the rewards will arrive in the form of a loot chest, but failure to be an almighty protector means that level is over and you’ll need to restart from the first wave. You’ll be protecting the Eternia Crystals for the most part, but occasionally it can be something else such as avoiding the breach of an Inn entrance. Within the Campaign there are 18 different levels to complete, with the general aim of holding out for a set number of waves, the last of which includes a boss-like beast to really test your defences. Even the very rare small cutscenes do nothing to hold my attention, nor spark any kind of interest in why I’m doing what I’ve been tasked to do – which basically amounts to defending and building to succeed in the objectives. There’s just no real substance to the story following this part however, with each campaign level merely preceded by a text-based overview of that part of the narrative. All the greatest heroes of the realm must band together to protect the crystals and deal with this new threat. Now though, the evil hordes are trying to smash them all to pieces in order to unleash the Old Ones from their prison. Dungeon Defenders II sets the scene with an opening sequence explaining that Etheria was once under attack by the Old Ones and the heroes managed to seal these evil foes within Eternia Crystals.
