Orcs Must Die! Unchained

Orcs Must Die! Unchained
Developer(s) Robot Entertainment
Publisher(s) Robot Entertainment
Engine Unreal Engine 3[1]
Platform(s) Microsoft Windows, PlayStation 4
Release date(s) 2016
Genre(s) Tower defense, action, MOBA
Mode(s) Single-player, multiplayer

Orcs Must Die! Unchained is the third installment in the Orcs Must Die! franchise from Robot Entertainment. While the previous two games were a variation on the tower defense genre, the third one includes elements of defense and attack,[2] allowing players to summon armies to attack AI characters or other human players. The game is set some years after the events of Orcs Must Die! 2.[2]

Gameplay

Unchained follows the general hybrid gameplay of tower defense and action games used in the series' previous titles. Players use a combination of direct attacks and numerous traps to prevent hordes of monsters from reaching a core. The game is divided between its cooperative Survival mode, and its competitive Siege mode.

Survival mode

In the game's Survival mode, players work cooperatively to fend off several waves of orcs and other monsters from reaching a magic core; those that do reach it reduce the core's health by one point, and if the core loses all its points (typically starting with 30), the match is over as a loss to the players.

To stop the monsters, players use a variety of traps and other objects that they can place in the corridors leading from the entrance point to the core that damage the monsters, as well as traps that are pre-built in the level, such as a trap that when triggered releases a large boulder down stairs. Furthermore, players have various combat abilities that they can engage directly with the monsters which will depend on which hero they have selected: a basic attack and three special attacks or moves that consume mana and require a cool-down period before they can be reused. Players will take damage from monsters attacks, and should they deplete their health, the player's character will momentarily be taken out of combat and respawn near the core.

Prior to the match, the player can construct a "deck" of traps and other placeable items, as well as Guardians, computer-controlled allies that can defend marked points on a map, single-use items that can restore health or mana or provide buffs for the player or team, and traits that provide attribute improvements in specific situations such as dealing more damage to monsters of specific types. Decks can only contain a limited number of these items. When starting a match, each player selects one of the game's heroes, either from a rotating roster of free heroes available or from heroes that they have crafted or bought; each player must select a different hero. Then they can select one of their pre-made decks to compliment the abilities of that hero.

A match is broken up into various waves of monsters, with the goal to survive a fixed number of waves. As waves progress the difficulty increases, typically with more monsters spawning in, more powerful monsters among their number, or monsters spawning in from additional points on the level and forcing players to split up to handle the mobs. Furthermore, some waves will randomly generate a mini-boss monster or a computer-controlled hero that will attack the players. Most waves proceed automatically to the next wave after a few seconds following completion, but some waves will give the players a chance to set up traps, heal, and other activities and only progressing once all players are ready or after a fixed time period.

Placing traps requires earning in-game money during a match. Players automatically start with some money and will gain some money over time, but most money will come from killing monsters through attacks and their traps. Traps can also be sold at a reduced cost. Players can place as many traps of the type they have equipped in their deck as they can afford. Alternatively, players can freely place Guardians on the map, but Guardians can only be used once and if they fall in battle, they cannot be reused again.

As the player earns money and points for killing monsters, they gain experience levels within the match, starting at Level 1 and up to Level 12. Level gains increase the health and mana capacity and base attack values for the player's hero, and every three levels, the player can select one of three beneficial traits to give to their hero for the duration of that match. Further, as the player's score increases, they fill an "Unchained" meter. Once this meter is full, the player can activate it at any time to briefly enter a powered-up state where their attacks do more damage, and regain their mana and skill cooldowns at a much-faster rate, making them more effective in battle.

During the match, monsters may drop loot that is used for crafting of new traps and other items in the metagame. Successfully surviving all the ways gains additional rewards, including Skulls, the in-game currency used for purchases and crafting. The selected hero will also gain experience towards their overall hero level, with each level reached gaining further rewards to the player and boosting their overall player level.

Siege mode

Siege mode is based on a typical multiplayer online battle arena, played by two teams of up to five players each, with each player on a team required to have a unique hero. In addition to guardians, traps, and other cards that players select for their deck as in survival mode, players also can add up to eight minion cards, representing four different levels of hordes of creatures that are summoned over the course of the game. There is also a slot to add a boss creature and a magic field that can apply different attribute boosts to friendly minions that cross it.

Siege maps are symmetric, with each side having a single magic core location, one or more summoning portals as well as hallways and locations they control to place guardians and traps. There are also several barriers that must be fought through before minions can proceed but can be repaired by a friendly player holding near the destroyed barrier for a short period of time. Summoning portals start at level one and can be leveled up by collecting portal points from caches in the opposing team's territories or defeating enemy players and minions. Players on a team can set their minion cards (limited by the portal's current level) to a portal, so that on each wave, those creatures will be spawned and proceed directly towards the opposing core. Minions will suffer damage as they pass opposing traps or guardians, but are slowly healed simply by having a friendly player nearby, encouraging players to escort these waves to the core. Waves will continue to occur every few minutes regardless of the state of the match.

Also on maps are two initially neutral control points. They start as inactive but become active later in the match. Teams vie to control both points at the same time, as by doing so, the controlling team can include a boss creature to be summoned in the next wave. Once a team has controlled both points, the points deactivate for a short period before they can be taken again. Players can attack players on the other team. If a player's hero is killed, they have to wait an increasing amount of time before they will respawn at their base. The match is concluded when one team's core has been weakened by enough enemy minions.

Robot Entertainment announced in September 2016 that it plans to eliminate Siege mode as to focus the game on the Survival mode, though states that a "player versus player" mode may come back in the future.[3]

Metagame

From loot and Skulls earned from matches, players can craft new traps, Guardians, items, traits, and heroes to use within the game. Most of these can be upgraded with further crafting to create more powerful traps and items. Players can also spend real money through microtransactions to pay for these items and improvements.

Outside of matches, players can construct the various decks for Survival and Siege mode. Some items can only be equipped in one of these modes, so decks are tailored to the specific game type.


References

  1. Maiberg, Emanuel. "Orcs Must Die! Unchained hands-on: don't let the fact that it's a lane pusher scare you". pcgamer. Retrieved 30 November 2016.
  2. 1 2 "Orcs Must Die! Unchained". Gameforge. Retrieved 2 June 2015.
  3. Devore, Jordan (September 20, 2016). "Orcs Must Die! Unchained is dropping PvP to focus on Survival". Desctructoid. Retrieved September 20, 2016.

External links

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