Posted on: July 15, 2018

fade0ff
Verified ownerGames: 1224 Reviews: 83
Almost great but severe design flaws
Tower 57 seemed to fulfill the promise that The Chaos Engine made in the early 90s: a topdown shooter with an interesting story in a steampunk universe. And indeed, in contrast to Chaos Engine, Tower 57 is actually fun to play. The levels are more interesting with a working in-game map, there actually is a story, the controls work great, there are savepoints, what could possibly go wrong? Well, quite a lot. There are dozens of smaller and bigger design flaws where the biggest one is that the character switching doesn't make sense. Switching characters drains your "special meter" that is needed for special attacks and that can be only refilled by either killing enemies of finding a blue rob. Now that actually means that you don't want to switch characters since you usually can't switch back in the near future and additionally your special meter is drained which you might need for a boss fight or other critical situation. On top, it's kinda impossible to level up all three characters, so the whole idea of character switching is just not working. Furthermore, even in the very first level, two doors can only be opened with the hacking tool which is not explained at all at this point. Now this would still be fine if you could carry more than one tool or swap tools with your other characters but the game won't allow that. So you need to sacrifice a beneficial tool like slowing time for the hacking tool which is somewhat useless for anything but opening doors. Besides, the hacking minigame is a cheap ripoff of the Paradroid minigame used to take over other droids. Then there's a free roaming/hub area called "Armor's den" which would be OK, if there was actually something relevant to do there. But it's just for badly done minigames and starting the next level. You can neither go back to visit previous levels nor have any relevant conversations or whatever. I needed ~10h to reach the disappointing end. So yeah, it's not bad but would need lots of polish to be great.
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There is no school like the old school. Shoot everything that moves and don’t get killed in the process. Tower 57 offers complex situations arising from simple systems interacting with each other - and it does it the hard way. Number of lives is scarce, respawns limited and difficulty skyrockets when you least expect it.
Choose from a roster of six particular characters with different skillsets, number of upgradable weapons and gadgets. And if you happen to lose an arm or leg during your mission - you can always replace it with a new, better one! Master these combos and you will never get bored on your way to the top of the Tower 57.
Mayhem tastes the best when it is shared. Tower 57's main campaign is designed for both, single player & local/online CO-OP. Flank your enemies, bait them into an ambush, leverage co-op specific weapons, or combine your regular weapons for increased firepower and new effects!
Find your way through a maze of floors connected by elevators, a central hub filled with shops and terminals, and a multitude of secret walls and uncharted passageways leading to forgotten parts of the tower. Times of randomly generated levels are gone - everything in Tower 57 is carefully designed and pixel-crafted with the highest attention to detail.
Smash them, crash them and destroy everything. Reload. Repeat. Because everyone likes when things go BOOM. Everything - from debris and shell casings to bloody footprints - will mark your destructive trail through the Tower.
Each enemy features its own distinct spawning mechanism, movement & attack patterns, as well as some weaknesses. And you'd better learn those vulnerabilities if you don't want to end up dead very quick.




