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Orcs Must Die! 3 Review

With a pre-accounted budget, you start level purchases and alternate between placing traps of your choice in small dungeons and large squares with the goal of doing as much damage as possible to passing orcs

By Jingjing WangPublished 3 years ago 5 min read
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With a pre-accounted budget, you start level purchases and alternate between placing traps of your choice in small dungeons and large squares with the goal of doing as much damage as possible to passing orcs. The traps and hostile triggers come from the school of slapstick comedy from Tom and Jerry, who throw orcs into the air and sting them with beehives until those waiting for the upcoming Jackass meeting find out who they serve best.

In a traditional tower defense game the arrival of the action phase is an invitation to sit back, look at the scene, grit your teeth and hope that the walls hold, and throw in one or two extra towers if the means allow. As the rounds go on, you have time to set up a variety of traps so that you can tell the horde of orcs that you are ready to fight, and they rush in to try to destroy your health. As soon as the orcs are dead or flee through the portal you were supposed to protect, you can start building your designs for the last wave again.

You are a powerful disciple who is able to crush a horde of orcs on your own, and you can use a variety of weapons. Everyone has their advantages and disadvantages, but it's fun to experiment with what works best for you overall and choose a weapon that suits your style of play. There are traps to kill orcs, but if they are not there, you have to do the task yourself.

As the difficulty of the campaign increased, I got the feeling that the developers had designed many of the stadiums with two players in mind. To start, set up wall traps and shoot darts from floor-based skewer traps. You defend your trench from waves of orcs, goblins, gnolls and other monsters from all directions by setting deadly traps, barricades and mowing up everything that makes its way with your own weapons and magic.

In each of the 18 levels you are trapped in a series of devious and cruel traps, walls and detours waiting for hordes of miserable orcs to march through your labyrinth of death and use bows, pistols and magic to dispatch hardy enemies before they reach your portal. Each enemy has its strengths and weaknesses, and various weapons and puzzles come together to design the perfect sequence of injuries, deaths, and traps to handle, so be careful with your budget limits for each wave. After a few levels you are presented with a large, open map, on which hordes of orcs can be sent in large numbers in all directions.

The idea of stopping an army of orcs is great, and seeing arrows shoot from burning rocks and being blown up by all kinds of trolls and ogres is amazing. The large open map, on which hordes of orcs are sent in large numbers from all directions, creates an epic sense of scale when placing archers along walls, erecting towers and catapults, and setting giant traps to drive away groups of enemies.

With a range of magical weapons and abilities, you will help thinner the Horde, weed out stragglers, and stop the few orcs that survive your traps and make it through the magical chasm. The point of Orcs Must Die is to distinguish yourself from most other tower defense games by participating in combat rather than siting at the edge of the field and yelling traps like a rogue football manager.

Mix everything together in a bowl, pour it into a baking tray and bake it for several years and you have orcs must die 3. It is the same game as OMD 1 and 2, but adds a few new campaigns, a new game mode, a number of new traps and a number of new enemies. The new traps include acid geysers that burn through the armor and flesh of your enemies, traps that cause physical damage, Mission Impossible-style ceiling lasers and lattice lights that shock orcs with disruptive beams.

Orcs Must Die 3, like the previous Orcs Must Die Games, is about killing orcs and other fantasy creatures. These creatures are pouring out of the entry points, and players must place traps along their routes to kill them before they get into a mystical trench that connects the human world to a rotten world full of orcs. There are traps in the game that you can fall into (cough, cough, traps), and although you feel like you have something automated, the game does a good job of keeping people on their toes.

It oscillates between mindless high concept and fun with co-op partners. The crust of Jank is still there. From the broken enemies to the one that takes me to the end of a 20-minute run when a wave does not advance and an enemy sticks to the wall, but it has a stupid, violent air that keeps things interesting even when it doesn't fire on all cylinders. The power of the cloud marketing statement seems to lie in marketing, and it's fun to see orcs dying in this sense in a new, great light.

I must admit that I am a little surprised how literally this return is meant and how much of the selection of traps and menagerie of orcs from OMD 2 from 2012 was recycled. It feels like the sort of iterative sequel you would get a year after the last game instead of eight.

The two new characters have a few giggling moments - the cheeky grumble about the forgotten, and they earn mutual respect when they discover they make a good team - but beyond that, it's just banter, and it's pretty ordinary. There are, however, some interesting stories, and the two new characters suggest that at least one of them is a gifted wizard who will play a role not only in resolving conflicts, but also in developing rogue characters, much like Megatron in the original Transformers cartoon. One of the biggest new ideas is a large-scale war scenario in which the card is spread out, which plays to the strengths of the series.

Unfortunately for us, the wider scale of the war scenario interrupts the flow, with much of the new level-specific war machines and equipment worth deploying, even if they are expensive to use.

If you're looking for sour geysers, boom barrels, ceiling spoons and more, Orcs Must Die has 3 60 traps, trinkets and weapons in front of you. It's the placement of traps that has been key to standard tower defense titles for years, but this year's action has a name that allows you to take direct control of your defenders and use melee and ranged combat. You will need traps, but not enough to push back the Orc Horde.

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