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.
 

0 Comments