All Posts By Blake Grundman
It is a beautiful thing when bite-sized games from the console space transition to iOS successfully. A perfect example of this phenomena at work was Hello Games’ fantastic reinvention of the Joe Danger series last year. Now it seems that Zen Studios wants to get in on the action, as they’ve put the finishing touches on a port of their console and PC tower-defense/action hybrid title, Castlestorm. They were kind enough to give us an early look at the game, and much to my shock I learned that not only is it great fun, but it may actually prove to be better than its console predecessor.
Everything you loved about the original game is back again, and this time it’s being aided by an extremely intuitive touch interface. The previously arduous process of twiddling control sticks to try and line up a headshot is a nightmare that can be left in the past. Launching projectiles are now as simple as tapping on the screen where the shot should land. But sometimes a catapult just isn’t enough to fend off the enemy’s attacks on the castle. In these cases, you have the option of spawning defensive ground troops or jumping into the fray yourself in the form of super-powered hero characters. These death-dealing beasts specialize in hand-to-hand combat, with a side of magical abilities mixed in for good measure. Anyone who is familiar with the control scheme of a traditional 2D brawler will feel right at home showing these “Knights of the Square Table” the error of their ways.
Though some may sink hours into the actual combat component of Castlestorm, others may find it just as enjoyable to custom design their own fortress. The easy to grasp quasi-drafting tool makes tweaking and tinkering with the perfect blueprint just as fulfilling as topping the adversary on the field of battle.
While the previously released Castlestorm console outing clocked in at a reasonable $9.99 purchase price, the iOS iteration implements an entirely free-to-play monetization structure. Both coins and crystals can be purchased using real cash, earned through normal gameplay or awarded for logging in to play on a consistent basis. Coins are used to level-up the abilities and stats of either the hero characters or each type of projectile in your quiver. Crystals are used to unlock more substantial elements, such as entire campaigns.
What I’ve played was a very solid sneak peak of things to come. Hopefully the final product lives up to the promise of this preview. Keep an eye out in the coming weeks for our full review.