So this classic from 2007 finally got its long deserved release on Steam. Hurrah!
Unfortunately, and understandably, I don’t think it’s had much attention amid the ongoing deluge so I figured I’d make a post about it. Yeah, it’s tower defence, and yeah, the trailer and screenshots are all kinds of ‘I have no idea what’s happening here’ [edit: actually the new trailer seems a lot clearer], but trust me on this: if you like TD, this is a no brainer. If you don’t like TD it’s still worth a look. It’s not only my favourite tower defence game, but it’s one of my favourite games, full stop. I loved it back in 2009 when I first played it and the new version on Steam comes with a raft of improvements too over the original, hence why I’m playing it again. It still holds up beautifully, I’ve got to say.
In Immortal Defense you have given up your world and physical body to become an immortal defender in ‘pathspace’, a dimension above hyperspace. There, you are but a ghost to the Bavakh, one of the most tyrannical races in the galaxy, who are using hyperspace to attack your home planet Dukis. As a path defender you focus aspects of your will – fear, love, courage, pride, precision and others – to form ‘points’ (the towers of ID) to stop the Bavakh. This is how the game begins, but it’s far, far away from where it ends.
So what makes it special? It’s many things. It’s the haunting story, the turns it takes and the themes it deals with. It’s the hugely inventive and unusual towers. It’s the way the mouse pointer is used as its own tower; shooting, charging shots and synergising with other towers in powerful and unexpected ways. It’s the kaleidoscopic visuals, the warbling, droning sounds and the crystalline shattering of enemies as they bleed and streak light across the screen. It’s the strange enemy designs and their unusual abilities. It’s the rousing and understated soundtrack. It’s the many challenging levels (and the new challenge stages which restrict what towers you can place encouraging you to use them more effectively). It’s the little things like kill counts per tower so you can gauge how effective your layouts are, the recycle value of a tower degrading over time so a quick placement mistake won’t punish you (and mass end-of-level-selling won’t help). It’s your cache rolling over from one level to the next to encourage efficiency. It’s the endless simulated assaults bookending each chapter, testing what you’ve learnt and ultimately determining how much cache you start the next chapter with. It’s the level editor and the bundled fan levels, the detailed in-game manual, the leaderboards (if you’re into that kind of thing)… and more, I’m sure.
It’s £6.99 or $10(ish).
I know Tom’s not a fan of tower defence but he had this to say about ID back in 2009, which I always liked:
“This is a damn fine tower defense game, and probably the most pleasant surprise among them all. In fact, it’s pretty much the reason I’m writing this column on tower defense games. Until I stumbled across this gem, I was ready to just dink around with Plants vs. Zombies for a while. And really, stuff like Immortal Defense is what makes videogaming such a great hobby. You’re tooling along, bored with the usual stuff, underwhelmed by the big-budget epic stuff, ready to dismiss an entire genre with a weary jaded wave, and out of the blue – BANG! – you find something that thrills and delights you when you least expect it.”
Here’s a few more comments I dug out from the forums:
Jonathan Blow and Vic Davis weighed in on it too:
And there’s plenty more praise across the 'net, and on the Steam page of course.