While it is pretty spectacular to destroy a big group of orcs in one go, the wide-open spaces just mean a bigger chance of enemies totally side-stepping your traps. Traps have also been rebalanced somewhat and feel less powerful, possibly to motivate the player to do more of the killing themselves. I appreciated that I no longer had to play as cautiously, which made me more comfortable with investing in weapon upgrades. There is no longer any penalty for dying now you simply respawn at your Rift if your player character runs out of hit points. Overall, the gameplay in Orcs Must Die! 3 feels more focused towards the action side of things, in a mostly positive way. Other enemy types, like sappers and some boss enemies, can destroy barricades, allowing enemies to bypass your perfectly constructed hallways of death. For instance, certain enemies are weak to or invulnerable against certain elements, making a floor scorcher useless against a group of fire fiends. New orc varieties are also regularly introduced, often forcing complacent players to mix up their strategies. Traps range from floor tiles that deal fire or acid damage to wall-mounted boom barrel dispensers to a tractor beam on the ceiling that lifts orcs up and makes them a sitting duck for your ranged weapons. There is a good amount of variety on display, at least. However, the difficulty in the campaign ramps up quite quickly, and one gets the sense that the developers were designing many of the stages with two players in mind. Most levels are manageable if you’re playing on your own through clever use of barricades, you can generally funnel the waves of orcs down one or two more easily defensible corridors rather than try and be everywhere at once. As with Orcs Must Die! 2, Orcs Must Die! 3 includes co-op for two players, and doesn’t make many concessions for solo players. You will want to make good use of your traps, however. Similarly to the Rampage quests in Monster Hunter Rise, the experience feels a lot more active than your usual tower defence game, as you are able to wade into the horde yourself and do some damage rather than sitting back and letting your traps do all the work. You must defend your Rift from waves of orcs, kobolds, gnolls and other monsters coming from all directions by setting up lethal traps and barricades, and mopping up whatever makes its way through with your own weapons and magic. The tried and tested hack-and-slash meets tower defence formula of the previous games still works perfectly well in Orcs Must Die! 3. Similarly to the previous titles, this entry isn’t too concerned with telling a detailed narrative, focussing more on the comedy of watching an orc burst into flames from your floor scorcher and then fly into the sky when it wanders onto a flip trap. Although it has its twists and turns, it approaches the fantasy tropes it uses with a knowing wink, rather than expecting the player to take it too seriously. It follows two new apprentice war mages, Kelsey and Egan, as they fight back against a mysterious resurgence of orc invasions while learning of the exploits of a duo of master war mages from centuries in the past. The main campaign of Orcs Must Die! 3 takes place 20 years after the events of the second game. Fortunately, Orcs Must Die! 3 is still a lot of fun, and tower defence fans are likely to have a good time, especially if playing with a friend. Despite the addition of two new modes and an entire additional campaign, this entry doesn’t really bring any particularly substantial changes to the series formula. Beginning life as a timed Google Stadia exclusive of all things, the title has finally arrived on other platforms. Orcs Must Die! 3 is the long-awaited third instalment of the franchise that takes the tower defence genre, typically a rather hands-off affair, and turbocharges it by letting you dive into the fray yourself and hunt down waves of orcs alongside your system of traps.
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