

It took me a while to realise that I needed to guess what weapon types were going to be better against which enemy factions, rather than the weapons simply having different general uses and effects. What seems to set Unstoppable Gorg tumbling in space is the unclear way the challenge escalates, and the way it conveys (or fails to convey) information to the player. It's a bit of an odd feeling, but one that occasionally turns out to be extremely useful. (And there are often multiple streams of those.) Secondly you can actively move turrets, so if you need to keep missiles in range of something tough, you can actually physically move it so that is stays in firing distance. Firstly, because you usually have more than one point on which to build on any given orbit, you have to figure out the optimal position of multiple satellites against the routes that the creeps are taking toward you base. Initially this is fairly simple, but it rapidly becomes something that has a number of complicating ramifications.
UNSTOPPABLE GORG 14 UPGRADE
I assume this was because I couldn't do much to upgrade my essential satellites.Īnyway, the thing that Gorg does which is quite different from other tower defences I have played is that you can rotate the position of the satellites in orbit. I pretty much ran into a wall about two thirds of the way through the game, where things become almost impossible. Fail to do that in the easier early levels and the later levels become much harder.

The towers can also be upgraded, although the mechanism for this is a little odd – you have to research as you play, by building a research base. There's also an all-important repair tower, which is essential given that the creeps generally do damage to your satellites as they pass. Most of the towers will be able familiar to anyone who has dabbled in the tower defence genre before: there's the machinegun, the one that slows people down, the cannon, and so on. Each level's “base” sits at the centre of the map, being a planet or a space station or something, and round that are a number of concentric rings – orbits on which your towers, or in this case satellites, can be placed. There's lots to like about Unstoppable Gorg, and not just the neat presentation and excellent production: the actual tower-defence model is clever too. They tell the story and introduce a number of amusing alien characters, like this guy: It looks like this:Īnd between the levels you get superbly-produced send up sequences like this: These thoughts were at the forefront of my mind as I played FutureMark's Unstoppable Gorg, a tower defence game with a kitsch 1950s sci-fi theme, and posited in orbital defence of satellites and planets throughout the solar system. Inwardly, though, the thought troubled me: is that what people think of tower defence? I changed the subject to talk about the giant owl that, until yesterday, had been eating cats in my village. I laughed too, but the ejection was hollow, because I adore tower defence games.

“You might as well make a tower defence game!” he laughed. The other day I was having a chat with a gaming friend of mine, and we were talking about people's interest in playing games that were basically unimaginative – Zynga stuff, that sort of thing – and we came to the conclusion that the people making those games couldn't have much interest in actually exploring what was interesting about designing games.
