:Sorry, this is an edited version of the above review. Word Press wouldn't let me overwrite the original because I'd taken too long over the editing
Todays review is basically a copy of my review from June 07. Please forgive the old format I used, with respect to using seperate links for each image. I only wish that the word press engine would allow the images to be seen as I'd originally intended, then the images would complement the review a lot more. "Cest la Vie"
If you follow the link to the Immortal Defense home page, you will be presented with the main story line which has been repeated on the download page.
http://studioeres.com/immortal
Following that, the System requirements are given, which are:
Windows 2000 or later,
DirectX 8.0 or later
128MB RAM (preferably 512MB+)
1.0GHZ CPU (preferably 2.0GHZ+)
32MB video card,
a monitor capable of 1024×768 resolution (hardly anyone should have monitors that don't utilize this resolution, commonly reffered to as sVGA. (though I've only just dumped an old monitor {tat had been lingering in the loft} that was only capable of 800 x 600, lol.
There is also a a review presented by Patrick Dugan:
“This game is art because it extends the dynamics of tower defense into a meaningful metaphor or post-humanity, immortality and protection, and delivers it with an existential story. When you get to the end you will be shaken. :) Its also hella addictive.”
And finally there are several screenshots of the game, with a link to a free mp3 of the soundtrack to the game. The music files in the game folder are .ogg files, so if you dislike the background music, you should be able to convert some of your own collection of music, though you will require an audio converter. There is a freeware one available from the freeware library:
http://www.giveawayoftheday.com/freeware/2007/07/30/free-mp3-wma-wav-converter/
If you are new to the give away project, there will probably be more audio converters given away in the coming months ut the freeware one I've linked to is quite powerful.
The following is an excerpt from the demo download at file front:
“You’ll experience an interesting combination of procedural and pixel-art, an original soundtrack, and you’ll explore a story about love, duty, and the consequences of immortality. With six to ten hours of game play, this game won’t be something you play and then forget about.”
The Game:
The installation of today's game is really straightforward. There is no activation module provided in today’s giveaway, just a set up file, which incorporates the activation module. The downloaded zip file is 27.8Mb, and once you've installed the game it takes up only a few more Mb, weighing in at a modest 29.8Mb.
On starting the game you will be presented with a short introductory story line which within about 10 seconds will change to the start screen which has only start and quit buttons. This screen starts in windowed mode. The introductory music is vaguely classical, but not quite (you’ll understand when you hear it) It’s pleasant and okay to listen to (IMO). This only lasts for about 2 minutes if you just leave the game to listen to it; then there is silence until you click on start. At this point a new style of music reminiscent of the 1930, or 40’s starts up, again it is quite pleasant to listen to (although I prefer rock/blues/jazz/indie/world music etc….)
Clicking on the start button will take you to the options menu which shows you the number of campaigns of which there are 6; each campaign having 16 levels, making a total of 96 levels.
Options Menu:
There are toggles (the icons for these look like toggle switches) for the screen mode, that is windowed or full screen, sound, music and a damage indicator, which you will see in game as a small bar graph that, as the enemy is hit, will reduce in size. There are also an effects and a difficulty slider, both of which are graduated in steps of 10 from 0 to 100. When the effects slider is set to maximum you may see too many explosions for it to allow you too see the enemy craft, however it does look rather cool. (and is vaguely reminiscent of Bullet Candy that was given away about a year ago) The difficulty slider increases the amount of time you have to spend in the level before the end of the level. The enemy isn’t affected by the difficulty setting (as far as I can see).
For example: If you set the difficulty to 0 you get a minute to complete the level. Setting it on 100 will increase the amount of time to 4 minutes, with varying times in between.
You will also find four colored buttons at the bottom right of the options menu:
<stong>RED Button—Confused—detailed instructions:
This gives you access to a 16 page game manual which includes a quick start guide and an in depth story line as well as the game concept, types of enemies and power-ups (which are called points in this game), and finally a page of tips and strategies.
Contents of Manual:
http://i109.photobucket.com/albums/n61/Whiterabbit_01/gaotd/Immortal%20Defense/ImmortalDefencegamemanual.gif
Quick Start Guide:
http://i109.photobucket.com/albums/n61/Whiterabbit_01/gaotd/Immortal%20Defense/ImmortalDefencequickstartguide.gif
Tips and Strategies:
http://i109.photobucket.com/albums/n61/Whiterabbit_01/gaotd/Immortal%20Defense/ImmortalDefencetipsandstrategies.gif
I’m impressed with the manual. It contains everything you need to know about the game, plus more (IMO) and it is well presented. Each of the sections is accessible from the first page of the manual. The final page (pg16) contains acknowledgments/credits as well as a link to the Immortal Defense home page, where it is hinted in the manual that there may be more levels available once you’ve finished all 96 levels. It doesn’t say whether these are free or paid for though.
BLUE Button—Points—details of each point (power-up)
There are 12 power ups. You have only one at the start of the game, called HATE. (see image below) If you have no control over a specific point then the log is empty. You will discover what these points impart to the game as you progress through the campaigns. (Possibly 2 per campaign). I'd play the game for longer just to be able to explain what each does, but then the review would be posted far to late and it would also spoil the voyage of discovery that you are about to embark upon. :)
Available power-ups (Points):
Power-ups (points) enabled at the start of level 1—-HATE:
GREEN Button—Enemies—Details of every enemy:
There are 26 enemies; however you only see the details of enemies you’ve met. (otherwise you'd be able to plan ahead with respect to choosing new power ups to earn for yourself so that you could beat these as yet unmet enemies) When you meet your new opponent you get info about the form of the enemy, their defenses and the amount of power you need to destroy them. Having the damage indicator toggle on will enable you to see how much life the enemy has. If you want a harder game this should be turned off.
There are three enemies at the start of the game called: Form, Defender and Blaggenthorg; you’ll come across many more, such as the Shriggs, Dark Shield, Nightmare and Gutei’s finger, all of which will have different attributes. (You can check these out by reading the manual tat I mention above)
YELLOW Button—History
At the start of the game this is empty. But as you progress through the campaign this log will fill up with the story line so far…..
Starting the Game:
To start the game you click on the campaign mission indicator. As you progress through the levels and campaign you can come back to any level and replay it. (I forgot to see if this has any impact on the level stats following the level you may have returned too. I didn’t consider it util now…)
As you progress through the levels you will see the level number and brief details of the level such as it’s name, as well as your score, cache points and your success rate. The first level is a remote outpost on the home planet Dukis.
Introduction to level:
Each level is accompanied by an introduction. Left clicking your mouse button on the main screen will automatically start the game which is entirely mouse led apart from using the esc key for pausing; however there is a pause button that can be activated by the mouse as well. When the game is paused you have three options; That is to resume the level where you left off after pausing it, restart the level from the beginning or quitting.
Introduction to level:
Game Paused:
At the bottom of the playing arena there is an information bar that to the left includes the pause button, level number, attack strength, range, speed and the number of victories you’ve attained in that particular level; (which is equivalent to the number of enemies you’ve destroyed). Over to the right of the information bar shows you the number of lives you have, which starts at 25 (you’ll need them ...I promise). Every time you allow an enemy to get to the end of the line you lose a life. However this doesn’t mean you have to wait for something to re-spawn. You just carry on. The thing that changes is the life indicator. Below the life indicator is a timer which shows the amount of time left until the end of the level, the easier you set the difficulty slider in the options menu, the quicker the level ends (1 to 4 minutes as mentioned previously). This indicator also doubles up as a start button when progressing to a new level.. Below this one is the amount of points you have gained (cached) which can be used to purchase available power ups, (points). The central area of the information bar shows you the outlines of the various power-up’s which are characterized by symbols. Whenever you earn a new power-up, the symbol lights up (those that are not available show as red outlines). If you run your mouse pointer over the symbol you will be able to access the information found in the points log (Blue Button):
In Game Information Bar:
http://i109.photobucket.com/albums/n61/Whiterabbit_01/gaotd/Immortal%20Defense/ImmortalDefenceinfobar.gif
The game is relatively simple even though at first everything looks daunting. Please don't be put off as I promise you this is something different to the normal fare we get on the giveaway project. It’s ‘vaguely’ reminiscent of Zuma and other games of that ilk, but the connection really is tenuou. Each level comprises of a path that the enemies progress along. It’s the lines that the enemy’s progress along that gives it the Zuma connection. Otherwise it’s a totally different game. {Honestly!}.
You can find details of your enemies, which are represented by specific symbols by accessing the log book via the green button at the end of a level.
Every level is timed, and as mentioned above can increase the time it takes to complete a level to make the game harder. The longer you’re in the level, the more likely an enemy will slip past your defenses’. Thankfully losses of lives this way can be retrieved by specific power ups, which will become available at some point in the game. Every time you use an available power up it will deduct points from your Cache. As you progress through the levels you earn extra points which are added to the cache, and each enemy you destroy or hit will add points to your cache. You will see the value of each enemy whenever you hit it (simply by placing the mouse pointer over the enemy ship and left clicking… you don’t actually have to click, just keep the left button depressed. At the beginning of each level you will also be given a few more lines of the story, which can always be accessed via the Yellow button at the end of each level, which can be reached by clicking on the ‘stage select’ rather than proceed:
End of level options:
In Game Screen Captures:
The following image shows a couple of power ups along the line. These will fire at enemies, slow them down, speed them up or a whole host of effects when the enemies come within their sphere of influence. I think each level has different levels within itself as well? (That is each power-up has different strengths that you have to earn)?
Conclusion:
Although the graphics are not what you’d expect of a game made in 2006, they aren’t bad. It reminds me of Bullet Candy which I briefly mention above, that was offered back in Dec 06/January 07 (I think), but with a different game system, which I thought was marvelous. The game is simple to learn despite the large amount of information presented to you in the options menu as well as when you are paused. The controls are easy to use. The game doesn’t have multiple profiles, but to be honest this isn’t a big negative; although it would have been nice to be able to put your name into the story line and have multiple profiles.
The game is certainly worth a trial at least, especially as it's not a large filesize o download, and the installation is a breeze. I give it a 6 out of 10. (I'm more inclined to give this 7 out of 10 now that I've played it more than when I'd originally written this review back in June 07) It will be staying on my sons computer as he showed the greatest interest in it.
Thank you GGAotD and RPG Creations for giving this game away.
You can find other peoples opinions of this game from forums discussing this game:
http://forums.indiegamer.com/showthread.php?t=10735
http://www.gamedev.net/community/forums/topic.asp?topic_id=448565&whichpage=1�
http://indygamer.blogspot.com/2007/06/immortal-defense-released.html
as well as from the first time this was given way back in June 07 where it received 75 comments and a positive 82% of 225 votes:
http://game.giveawayoftheday.com/immortal-defense/#comments
You Tube video’s of the game:
http://www.youtube.com/watch?v=kJczc8Kdjx4
http://indygamer.blogspot.com/2007/06/immortal-defense-sales-stats.html
Final note….There are some secret levels that can be unlocked. check the forum links above to see if there are an details..
Have fun, and an enjoyable week