I am not too familiar with the genre, honestly, though I can say I've played some tower defense in games I was otherwise interested in for other reasons. I think part of the reason I struggle to get interested in the genre is that it's really all about min/maxing against various scenarios and I've never been all that interested in that conversation, whether strategy games like Civilization or RPGs like Disco Elysium, I ultimately really like making stat decisions based entirely on feel but that's never seemed to be the main appeal of a tower defense.
Anyway, a tower defense mode I really enjoyed and often think of re-installing is 13 Sentinels, which surprised me because most of the heat swirling around that game came from the story, with at best a positive nod toward the video game part of the game. But I thought it was awesome! The graphical style is novel and the roles of the 8 characters are super well defined. As a result, for people more familiar with the genre I suppose that could make it feel tedious or superfluous, but I thought it really nailed a sort of vector graphics, firework display power fantasy that I really enjoyed making my way through. Granted, that also means this is really more of a tower attack than a tower defense game when you really think of it. Nevertheless, I'm still stewing a bit over how cast aside this game's gameplay was when I found it quite charming! So there.
Another tower defense mode I played recently was in Yakuza Kiwami 2, which I didn't take to nearly as much. It's far more complicated, but to its detriment I feel, especially because if you play the main game pretty comprehensively by the time you're ready to give the mode a serious shot you've got dozens of characters to choose from and upgrades to glom onto the base materials right from the start. As such, you're given this impression that the mode is a bit of a lark and probably more obvious than it first appears (like most Yakuza mini-games end up being) but I totally didn't find that to be the case. I found its symbol-based language really arcane, its MOBA-like in-battle upgrade system kind of inscrutable (again, why have two level 5 guys when you could have eight level 3 guys?) and I wound up just mashing instructions out until I hit a wall where the AI was clearly programmed to be circumvented by certain strategies and I just couldn't be bothered to suss it out.
I thought Middle-earth: Shadow of War had intriguing ideas but ultimately was a mess. It's been a while so no definitive thoughts on it anymore other than the defense threats often felt like annoying distractions from the progress I was making, while the attack sequences often felt chaotic and ultimately aimless thanks to an incredibly dull story and notably flimsy context throughout most interactions in the game beyond direct threats from nemesis orcs. It would have been interesting to see Monolith iterate on this idea outside of the LotR IP but I'm not sure Warner Bros. doesn't let them without taking another shot at a microtransaction monster in the same breath.
Anyway, like I said, no actual tower defense game thoughts, but some adjacent thoughts on adjacent games.
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