Tower defence games are tricky things, I reckon. At their worst - and
their worst is generally still pretty entertaining - they can feel a
bit like clicker games. You buy stuff and place stuff and the enemies
obligingly shuffle on through your maze, but the challenge has been
eaten away by the sheer overwhelming force on your side and so you're
left just watching the numbers change - one side's health being whittled
down, another side's loot slowly pooling. You get a hint of the hidden
life of maths, sure - the way that one enemy, placed in the middle of a
line of troops, will make it much further on their health than those in
front or behind do - but it's an empty, sugary sort of game when the
designer's attention starts to slide.
In PixelJunk Monsters the designer's attention never did, however, and
in PixelJunk Monsters 2 it still doesn't. This is an odd sequel - many
things are completely unchanged, while a handful of the tweaks can
initially feel a little arbitrary - but there is beauty in it
nonetheless. Some of the beauty lies with the original design, but
there's one big addition that, for my money, makes things surprisingly
fresh.
Superficially, it is business as usual. You're Tikiman,
running around in a series of cheery environments, protecting your
village and its inhabitants from wave after wave of invaders. The art
style has moved on, from flat cartoons in the first game to something
claylike and chunky here - an old children's animation perhaps, not
quite as weird and Soviet as the aesthetic employed in Q-Games' glorious
oddity The Tomorrow Children, perhaps, but still something that invokes
stop-motion handicraft with its harshly-lit sets and plasticine models
with pipe-cleaner skeletons tucked inside.
The rules and the pieces of this game, however, seem very similar.
Tikiman can trade the trees that line the attackers' paths for turrets,
one at a time, as long as he has the cash to do so. There's the light
generalist of the arrow turret, and heavier specialists such as the
anti-aircraft turret or the ground-based cannon. You can still level the
turrets by dancing near them as well as by letting them see action or
pumping in gems, and the further you get through the campaign the more
turrets you unlock, some unleashing lightning or freezing or setting
fire to the ground, while one, my absolute favourite, is a knotted lump
of beehive, causing clouds of stingy little bastards to follow you
around doing damage. No one turret truly shines, though, because this
is still not a game about saving up for the single unit that will solve
all your problems. It's still a game about finding the right spot for
the right tool - knowing that an arrow turret with that wonderful wide
range works beautifully at a bend in the road, say, while a cannon is
best deployed when the path grows narrow.
Enemies, equally, are as
unshowy as the turrets, even though they're now wonderfully plumped
together from clay and poster-paints. The heavies shamble in or are
carried on balloons. The spiders flip over and die when you nail them
with a cannonball. The floating, buzzing horrors get a little lower when
they take damage sometimes. What matters, more than the charisma of any
single unit, is the way they are strung together, and the way their
ordering forces you to think carefully about the towers you place and
the spots you place them in. Just as enemies can undo a successful run
instantly, simply by taking a different path than the one that is
initially advertised at the start of a level, this is a game where you
can place a turret and instantly - instantly! - know that you have stuck
it in the wrong place, even before an enemy has encountered it. The
maths are simple and you can spot an error with ease. How many minutes
will pass until you're staring at the defeat screen caused by this
single misstep?
It's still a wonderful thing when it's all ticking
along, when the towers are zapping enemies and the enemies are dropping
coins that allow you to build new towers. Such are the finely-tuned
pleasures of this kind of game that it doesn't matter if it's hard to
spot a new enemy or a new turret type standing out amongst so much
chummy familiarity. Even more pleasingly - although 'pleasingly' is
clearly not quite the right word - the slight ambivalence of PixelJunk
Monsters has survived. Even before you take into account the basic
strangeness at the heart of tower defence games - are you a hero or a
truly horrible mechanised bully? - there's the fact that good old
Tikiman is running around and chopping down trees in order to replace
them with cannons and lasers. No wonder each level ends not with a
Popcap-style blast of Ode to Joy, but with a slow, shuffle-footed fade
to black before the stats screen appears. Survival, relief, but little
in the way of a proper celebration.
The more you play - whether solo or on local or online co-op, the
latter a bit of a risk given some empty servers at present and an
unhelpful browser system - the more the changes to the formula start to
announce themselves, however. Just as I would look at a new tower and
wonder whether it was truly new or not - I generally ended up feeling I
had probably encountered it in the original game - I would look at the
screen and think: couldn't I used to see the entire map all the time?
I'm pretty sure I could, and now I can no longer. While there's a
limited ability for panning the camera, Tikiman must now rove around
more expansive landscapes and know that he can never see all of the
action at once. I like this, frankly, because it provides a welcome jolt
of panic that adds time-management and spatial-management to the
tactical side of things and makes the whole thing feel, weirdly, a
little more fair. Equally, I like the new camera mode that allows you to
squeeze a trigger and place yourself right behind Tikiman as he runs
about on the paths. You can hunt for coins and gems this way, but it
also just offers a thrilling glimpse of what's at stake. Here's you, so
small and inconsequential, really, even if a new tweak means you can
bounce off enemies on occasion and do them a little damage. And here are
those guys, towering invaders suddenly filling the skyline.
The
big change, though, is visible in almost everything: it's physics. The
move from flat drawings to a sculpted terrain means that physics starts
to play a real role for the first time. A cannon on a hill might reach
further than a cannon in a ditch, sure, but those life-saving
turret-granting gems and coins that your enemies now drop are as much
the pawns of gravity as anything else. They can roll away from you and
bunch in hard to reach places. At one point I had an AA gun that was
perfectly placed for chewing through invaders, but which saw all their
coins fall into an abyss. This is a game where these things matter,
where coins and gems mean new towers and new upgrades. Physics adds an
extra way to make things hard for yourself because you didn't think
properly - just as it allows for the wonderful payoff you can get when
you sense a huge ball rolling downhill to crush your enemies at the last
minute.
Typical Q-Games eccentricity, I think: a game that seems
to cleave very closely to the original formula while adding a quirk that
quietly gives you a whole world of new things to think about. A game
that eats away at your goodwill by loading you into a world map in which
the first two areas I came across were walled-off DLC, but which then
makes a bunch of simple stages scattered across a handful of lovingly
themed environments the kind of thing I will genuinely return to again
and again, unlocking new difficulties and finding new tactical
approaches. PixelJunk Monsters 2 isn't as fresh as the original,
perhaps, and it's not as gloriously dark and confusing as The Tomorrow
Children, but it is precise and clever and it asks quite a lot of you
when you're playing. For me, that was enough to win me over.
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