Posted on: August 23, 2017

pondyjacobs
Verified ownerGames: 3 Reviews: 1
Initially strong, weak in the long run
While I did enjoy War for the Overworld initially, it became tedious as the levels went on. I want to be clear that I do like a lot of what this game has to offer. The most important part of the game, building dungeons, is very satisfying. The various rooms are well-designed and varied – you might go the whole game without even really experimenting with a particular room and its occupants as the game gives you so many options. Your minions (The Chunder and their constant, irritating farting notwithstanding) all have fun designs and sounds. There are just enough ways for you to personally interact with your dungeon without being overpowered. Gradually overtaking enemy dungeons is also very satisfying. And all of this was great for me until around the halfway point through the game where I realized I was only playing the game to finish it and be done. Ultimately, most missions had the same objective – spawn, build a dungeon, and either defend your dungeon or attack the enemy’s. There were a few missions that tried to play around with the game’s mechanics to deliver a different experience, but it didn’t really work. The worst level in the game attempted a StarCraftesque hero-driven mission where you can’t build anything and must complete the objectives with a handful of units. This mission quickly reveals that this game is not suited to that style of gameplay at ALL. It was unbearably boring and time-consuming. I also felt that the game was too fast-paced. In a game that is centered around construction, it seemed like too many of the missions were imploring you to build only what was necessary, complete every objective as quickly as possible, and move on. I would have liked to spend more time in my dungeons than view them as an elaborate RTS base. Three stars feels somewhat brutal given the genuine fun I had in the first half of the game, but I can’t say it deserves 4 either.
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