Identifying choke points is easy enough and still necessary, but you can’t afford to commit yourself to any one point with the same reckless abandon. Unstoppable Gorg requires a slightly different strategy and feels unique as a result. The solution in those other games is to identify the choke points and then spend the rest of your time stockpiling units that can inflict the most damage to enemy units as those foes come within range. The only real question mark in a game like Defense Grid: The Awakening or even Orcs Must Die! is which of a few limited paths your foes will follow on their way to your tower. Your typical tower defense game presents you with a map and well-defined routes that you must monitor. If you set a defensive satellite on a node to block the advance of one group of slimy aliens, it can blast them into oblivion and then you can rotate the ring so that your satellite moves into position to defend against an entirely different threat. That’s where the “twist” comes into play. A single line will soon be joined by another one or two, and there’s no predicting where those paths will appear unless you’ve played that stage enough that you’ve become familiar with each wave. After an initial phase where you decide which units you’ll have at your disposal, a stage properly begins when a line appears and outlines a route from the enemy vessel along the screen’s edge to your “tower” at its center. That’s your basic map in Unstoppable Gorg. Drop some nodes on those circles, and at the edges of the screen you should place something nasty. At the center of that expanse, drop something worth saving-a moon, or a space ship or what have you-and sketch some circles at regular intervals, spreading outward from that central point like sound waves from a radio tower. There’s a black canvas, lent personality only by the presence of a few twinkling stars and maybe some of that pink discoloration that looks like someone spilled strawberry milk on an ebony floor. In this case, though, it’s an especially apt description because the twist is this: you twist things.Įnvision, if you will, the vast reaches of space. That’s a claim that any PR person might make about any new offering within the genre. ![]() Unstoppable Gorg is a tower defense game with a twist. In this case, though, it’s an especially apt description because the twist is this: you twist things." ![]() I am sure they will go on to make great games together." Unstoppable Gorg is a tower defense game with a twist. I am proud of the games we released and delighted that the potential of our talented games team has been recognised by our friends at Rovio. "I would like to thank everyone who played one of our games and those of you in the press who helped bring our games to a wider audience. ![]() "This year will see a new version of 3DMark that, for the first time, will allow a direct comparison of gaming performance across operating systems and form factors, as well as a new version of PCMark for Windows 8," he said. "Rovio's success is founded on the excellence of our team, and Futuremark Games Studio is going to be a superb addition."įuturemark CEO Jukka Mäkinen said it will focus on its benchmarks and performance measurement software for gamers now that it's sold off its game development business. "They are an incredibly talented and experienced team, and we are thrilled to have them on board," said Mikael Hed, Rovio Entertainment's CEO. Angry Birds creator Rovio Entertainment has bought the gaming arm of Futuremark.įuturemark specialises in PC performance benchmarking, but its game development arm, Futuremark Games Studio, has released Unstoppable Gorg, The Shattered Horizon and Hungribles.
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