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Monthly Archives: August 2012

I own a heck of a lot of games, and as a result I tend to play only a very short amount of any random one before the next one comes along. While I would like to get over this and finish more of the games I own, in the meantime I have started Snap Judgement to make use of the impressions I get from the start of a game. I do believe that the start of a game is one of it’s most important parts, and if it doesn’t catch you, then even if the end of it is awesome, you’re not likely to continue on. Hopefully my comments and opinions will help someone on the fence about trying a game!

Amount Played for Review: ~2 hours
Platform: PC (Steam)

Orcs Must Die! 2 is basically more Orcs Must Die!. That’s not to say it’s a bad thing, but if you were hankering for more wisecracking tower-defense with the lovable warmage, then this game is right for you. If you DIDN’T like his dumb goofiness… then you probably will continue to not like it.

The big change from OMD! and OMD!2 is the addition of co-op mode, which is a MASSIVE improvement over the original. While Orcs Must Die! was a fun game, it came out against Dungeon Defenders, a similar game that still benefits from constant content infusions, as well as having co-op modes by default.

Co-op in OMD!2 is a two-person affair, hence the addition of a new player character. When starting the game, you are prompted to choose a character, who is then tied to that “account”, so to speak. This is because both characters have different starting traps and equipment, and different unlocks.

Basic gameplay is much the same. Orcs come out of a portal, and are trying to escape out into the open. Or, at least, that’s what the first act is about, since apparently the warmage’s skills were not so much in demand after OMD!, so he’s resorted to being a miner to make ends meet. There’s some new equipment (or, at least, new to me since I never did get around to fully beating the original), though I wasn’t very keen on them starting the warmage off with a shotgun instead of the crossbow from the original game. Unlocking the bow is easy, but I missed it for the first few maps.

The upgrading system was also overhauled in OMD!2. While each stage still gives you up to 5 skulls based on performance, there’s also bonus skulls given for… a variety of reasons. And skulls that can drop from killed orcs. This means that if you just can’t get a better ranking on a map, you can still improve your weapons and traps by just replaying previous maps. However, you don’t reget the skulls from performance on a replay, of course.

Your traps and weapons all have a single upgradable bonus, which ranges from increasing damage to decreasing costs, and your choice of two mutually exclusive bonuses. Once you’ve bought one of the mutually exclusive bonuses, you unlock them both Some also have a special unique bonus that changes the way that trap works, be it allowing it to be placed on a ceiling, or what have you.

For the most part, the sorceress isn’t really any different from the warmage. She starts off with a freeze trap instead of a slow trap, and ACID instead of arrows, and her starting weapon has an alt-fire that mind-controls orcs, but other then some other unique traps in her unlock inventory, she gets a lot of the same things as the warmage. Her dancing isn’t anywhere near as good as the warmage’s, either.

So, as mentioned, if you really enjoyed the original Orcs Must Die!, then this sequel is just about everything that was needed from the original title. If you didn’t check out OMD!, but are not AGAINST tower-defense style games, then OMD!2 is something you might want to check out anyway, as knowledge of the original is unnecessary to enjoy the sequel.