Hell Warders Reviews

AuthorReview
Fanta Morgana
566,430 (272,950)
Fanta Morgana
TA Score for this game: 66
Posted on 02 April 19 at 17:29, Edited on 08 April 19 at 12:03
This review has 2 positive votes and 0 negative votes. Please log in to vote.
Hell Warders Review

Hell Warders is a tower defense/ARPG hybrid game.
In Hell Warders you control one of 3 different heroes, that need to stop a demonic invasion that has befallen a gothic castle. That is as much story as there is to it.
The game tries to go for a dark fantasy estetic similar to Dark Souls, however the graphics and animations don't reach its quality. They are more on the level of good 360 game. They are fine, however the trailer and promotional material make them look a bit better than they really are which is a bit deciteful.
The game has a single player campaign featuring about 20 maps divided into four acts, as well as local and online multiplayer for up to 4 people. Stats and progress carry over between these.
Completing the campaign unlocks a new game+ hard difficulty, so completing it will take quite a bit of time. The achievements are very straigh forward and require you to get the perfect score on all levels in normal and hard mode and thats it. No miscs, no missables, no online, no collectibles.

In each of the maps the game will spawn enemies from different spawn points, which try to make their way to your nexus, which is a magical object they seek to destroy. You have to prevent that from happening. To do so, you can call in a set amount of different soldiers of different kinds.
Unlike in similar games you can't block the enemies path however and can't create mazes, to make the enemy path longer, therefore what you need to do is place your soldiers in such position, that their abilities synergise in a way to do enough damage to kill the enemies quick enough.
You have basic Spearmen or later on the stronger swordsmen, which act as melee units, that can bind enemies in combat and therefore slow them down, however they may be killed, resulting in a loss of valueable ressources. Besides that you have a lot of ranged troops like mages, archers and so on that can deal more damage and some support units like healers, the stat boosting sun princess and so on, so you mostly wanna go for a setup, where the melee units bind the enemies in combat, while your other troops do enough damage to kill the enemies quick enough, before your melees die.
You have to factor in different units range, their projectile arc, AoE effects, certain damage restistances that enemies may have and so on to come to a best suitable setup, while also taking into account the location where you want the battles to occur.
For example you may wanna place the heavy cannoneer on the top of a slope, so his massive balls (giggle) roll down said slope crushing everything in its path.
Fallen enemies drop candles, which can be used to either place more defences or upgrade existing ones. Unlike a lot of other TD games, this one doesn't reward you for spending conservative, so feel free to spend everything you have, as soon as you get it.

Also you have your hero. You can choose one of 3 different classes, being a light melee and heavy melee and a ranged character. Each have different special abilities, which are critical to get best ratings.
If you managed to beat a level you earn between 1 and 5 "lights?" depending on how well you did, which factors in remaining Nexus health and time taken. Each of these lights equals one stat point, that you can use to either upgrade your hero, or your units. These are pretty basic stats like more damage, speed and so on, nothing fancy. You can always respec your heroes and all 3 get the stat points, so it is possible to switch between heroes for different levels.
The upgrades don't provide massive increases and you need to rack up quite a few to make a noticeable difference. This is good or bad depending on how you look at it. On one hand it means success is always mostly down to strategy, on the other hand the upgrade system isn't that prominent and relevant.
You can't just grind your character to being OP and finish everything with ease.
Getting 5 lights in a level gives you an artifact as well, of which a hero can hold up to three, which boost individual units.
Also later on you will have to decide which units to take into battle with you.
So the game encourages trying different set-ups for different levels.

The gameplay in general is fine and the balancing seems well enough, however the controls feel a bit imprecise and rough. There is no such thing as an aim assist and in some of the less open levels the camera can be a bit tricky. Sometimes you need to juggle a bit, to place a unit onto exactly the place where you want it, or to highlight a unit, you want to upgrade.
Sometimes enemies may get stuck, which is usually to your advantage, unless it happens right after they spawn. It seems like enemies only become vulnerable like a little away from the spawn, resulting in my Pikemen trying to kill an imortal demon. Only after he got out of the spawn area, he could be killed.
Also the physics engine sometimes seems a bit weird, so sometimes you bounce off stuff in a way you shouldn't. For example in multiplayer another player ran into me, resulting me flying for 5 meters into a pit. Dying isn't that bad, though, you just have to wait for 10 seconds to respawn.
With a lot of stuff going on, it may result in people getting kicked from the game at random. They are instantly able to jump back in, but it is annoying nontheless.
So there are quite a few minor bugs, however nothing that is severe. Albeit annoying the bugs will not make or break the game for you.

Speaking of multiplayer: The multiplayer gameplay is pretty much the same, however the balancing is completely different. The enemies are scaled up, however they drop a lot more candles. I found myself with 10s of thousands of candles in MP, where I only had a few thousand in single player. I got the feeling though that its overall easier in multiplayer, especially if you communicate. I had a bit of trouble with input lag and the game sometimes not recognising my input, but that may be on my end. If you have friends or even randoms to play with, I'd recommend playing that way.

The overall difficulty feels solid. It starts easy but ramps up rather early but stays at a for the most part challenging but comfortable level. What may be a bit annoying is, that there is a slight bit of randomness, as to which enemy gets targeted by the AI, that controlls your units, so the same setup may lead to slightly different outcomes if repeated multiple times.

Should you get this game?
I would say if you are a fan of tower defense and need something new this is a worthwhile purchase, however there are other TD games I would say you should rather get if you haven't already.

Dungeon Defenders
Orcs must die

Both of these are 360 and currently not BC, however if you have a 360 these games play very similar, but are better than this.

Van Helsing's Deathtrap
X-Morph Defense
Defense Grid 2

These games are a bit more in the style of a classic tower defense game, however they are way above in quality to Hell Warders and I'd recommend you rather play these.



Conclusion:

Hell Warders is a good game, that doesn't do much wrong. It could use a bit more polish, but there are no severe flaws with the game. However there are no severe upsides as well. Overall its a solid albeit a bit generic tower defense RPG with a lot of content. I'd say for the 15$/€ they demand this game is well worth it, but only get it if you have already played the top-genre entries like Defense Grid, Dungeon Defenders and Van Helsings Deathtrap.
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