laitimes

"Reconstruction" review: new tricks of tower defense, paving the way to build towers with two hands

As a work that has been innovated in the gameplay model, the introduction of new mechanisms in "Reconstruction" has indeed achieved remarkable results, and the shortcomings under high difficulty do not hinder the novelty of the underlying gameplay of the game, which is still worth trying by tower defense enthusiasts

TD tower defense has always been one of the players' favorite gameplay, before there is "Terran Invincible" and then there is "Defending Radish", whether it is on the computer or mobile phone, this simple operation but with vertical depth of the gameplay, has been loved by players.

However, although the tower defense gameplay has a long history, its mechanic model has not changed much in the update iteration - put down the tower base in a preset map and annihilate the enemy, which is all that most tower defense games are all about. "Refactoring" derives some different mechanism models from this traditional gameplay.

The biggest difference between Refactoring and traditional tower defense is that there is no preset full map. No matter which difficulty or level you challenge in the game, there will be no treatment in the same game that gives the player a complete map.

Therefore, if you want to defeat the enemy in "Reconstruction", in addition to understanding the function of each tower, you must also have a certain understanding of the city construction. For example, use the collage of modules to design your own layout, and by extending the enemy's offensive route, you can buy more defensive time for the tower.

Such a novel gameplay mode is the unique martial art of "Reconstruction" in similar games.

"Reconstruction" review: new tricks of tower defense, paving the way to build towers with two hands

And this kind of layout design is not as free and unrestrained as the simulation business game - because "Reconstruction" introduces the layout element of "Tetris".

Of course, this does not mean that you can use blocks to play with entertainment, which means that each piece of territory needs to use reasonable rotation to reach the most ideal position, and then use the gap blind spot in the plate to create a dead end, which can create a corner of attack between the monster point and the monster entrance.

Let the firepower of the tower base cover every section as much as possible, and at the same time make the section as long as possible, which is the underlying gameplay of "Reconstruction". And how to make good use of this is the advanced trick of "Refactoring".

"Reconstruction" review: new tricks of tower defense, paving the way to build towers with two hands
"Reconstruction" review: new tricks of tower defense, paving the way to build towers with two hands

Because not all towers can attack 360 degrees without dead angles, if you want to cover the firepower of the tower as much as possible, the section can sometimes not be embedded in the best position. At this time, it is necessary for players to complete the rationality of the territory through continuous repair in the game process.

For example, taking advantage of the weakness of the enemy in the early stage, the later stage is rich in resources, and then changing the layout of the territory in a big way, such a dynamic gameplay has also become one of the characteristics of "Reconstruction". In the game, players not only need to change the type of tower base according to the enemy at any time, and use as many means as possible to meet the enemy, but also need to improve the layout route at any time to get more time to fire.

The implementation of the details is to pave the way by twisting the "Tetris" and using the tower base on the block as the cutting point of the route, while dividing the route, so that the direction of the tower is facing the strange path, and combining the characteristics of each tower, making a different layout.

Such characteristics allow the players of "Reconstruction" to always get a completely different and fresh experience in each game.

"Reconstruction" review: new tricks of tower defense, paving the way to build towers with two hands

Therefore, the game flow of "Refactoring" tends to have strong unpredictability. Because all the towers are randomly refreshed, the combination of towers that players can use in each game is also ever-changing.

For example, if the sputtering tower base is drawn, it is necessary to take the covered route including the tower base, but the tower base is all on the inside, which will lead to the route not being able to have too many twists and turns, because the complex route corresponds to the short board range of the sputtering tower base, and it cannot effectively use the corner to consume the enemy's forward pace; but if the range type tower base is extracted, you can ignore the inside and outside placement, just need to focus on the layout, and try to make the route as many turns as possible when designing the layout, so that the tower base is tired of turning when the enemy is tired of turning. Break them one by one.

The fun mechanics of paving the way bring a whole new way of thinking to the gameplay model of the traditional tower defense game that focuses on the combination of tower bases. This also makes the game not easily fall into the dilemma of repeatedly brushing the powerful tower base, because the exquisite layout design with the multi-functional tower base can also assist the player to overcome the difficulties.

"Reconstruction" review: new tricks of tower defense, paving the way to build towers with two hands

However, the collage layout is only a feature of the game, as a tower defense game, the richness of the tower base is its foundation. To this end, "Reconstruction" is based on the five elements, designed five basic towers with different functions, and with the theme of element fusion, it gives the game the ability to fuse the basic tower base and build advanced turrets, which makes the longitudinal depth of the game and the richness of the lineup matching not fall under the traditional tower defense game.

"Reconstruction" review: new tricks of tower defense, paving the way to build towers with two hands

These advanced turrets can not only have a variety of new abilities, but also get different abilities from the fusion materials, according to the corresponding attributes of the material. For example, green armor piercing, blue freezing, and then according to the corresponding color quantity, different amplification values are obtained.

Therefore, in order to make The Base have the most suitable ability, the early stage of the game needs to be configured in advance according to the needs of the fusion material, at this time, "Reconstruction" has a good operating pattern.

The ability to buy the base of the tower according to the demand, fuse them at the right time, and at the same time ensure that after the three-for-one, its own defensive route does not collapse - it can be said that the difficulty of "Reconstruction" is also quite high, and the extremely hardcore gameplay mechanism makes it very challenging and playable.

If you want to fully grasp it, you need to have experience in layout design, tower ability, fusion timing, etc., and even some luck.

"Reconstruction" review: new tricks of tower defense, paving the way to build towers with two hands

Because both the base of the tower and the fusion recipe in the game are randomly obtained, even if you have come up with a complete countermeasure such as the configuration of the level and the layout of the layout according to the current difficulty, you need to get the corresponding things at the right time to completely execute the game plan. This crappy setting makes the experience under the difficult game become weird.

For example, when you have prepared the basic materials, the formula of the advanced gun is slow to refresh, or the fusion formula comes without the corresponding materials, which will make the battle situation collapse in an instant. If you can't respond enough at the right time, then no matter how good you are at layout and how well you match the lineup, you will lose due to lack of firepower, which leads to the difficult gameplay of Refactoring and relying too much on luck.

Imagine a tower defense game known for its hardcore and strategy, but when you are at the end of the line, the last missing part is luck, which makes you unable to make it strong, no matter how high your level is, you can only leave the game. At this point, the perception of the content that the game wants to present is a bit of a compromise.

"Reconstruction" review: new tricks of tower defense, paving the way to build towers with two hands

When the game's unique cheats are no longer important, the type of the tower is not important, and the player can only touch the game by reopening, the hardcore degree and strategy of the game will be hit with a big "? ”。 In other words, "Refactoring" currently has a lot of balance problems, which is a difficult problem that the player's level cannot control, and can only hope for luck.

The higher the difficulty, the more profound the experience will be. This experience, which runs counter to hardcore, makes Refactoring only interesting and novel, good enough.

Obviously, there are more ways to play, but it is only fresh enough when you first touch the game. Such a visual experience creates an embarrassing dilemma that the higher the difficulty, the lower its playability.

"Reconstruction" review: new tricks of tower defense, paving the way to build towers with two hands

It is undeniable that high precision is the source of playability in hardcore games, but the unbalanced balance is also very easy to cause the failure of high precision, which becomes a boring product of chasing luck and poor routines.

Therefore, "Refactoring" may only keep you fresh in the first few hours of exploration, and after you have a certain understanding of the game, it is only left to reopen and reopen, and finally in the difficult challenge, gradually lose interest in the game.

This is the most difficult problem that Refactoring needs to solve at present - to improve the importance of lineup collocation, while not letting randomness become the only dominant content, and not to make its unique layout design an accessory, reduced to a mediocre game that is no different from similar products.

The ideal picture of "Reconstruction" should be both the debate of "how to pave the way under xx difficulty" and "XX tower base is more suitable for xx type route", not limited to the violent theory of "XX fort is invincible".

"Reconstruction" review: new tricks of tower defense, paving the way to build towers with two hands

However, as a work that has been innovated in the gameplay model, the introduction of new mechanisms in "Reconstruction" has indeed achieved remarkable results, and the shortcomings under high difficulty do not hinder the novelty of the bottom game of the game, which is still worth trying by tower defense enthusiasts.

Moreover, the production team is quite willing to listen to the opinions and feedback of players, believing that "Refactoring" will bring a more unique and balanced game experience to tower defense players in subsequent updates.

Read on