

And the game doesn’t allow any room for error, either given the way resource gathering is set up you often only have enough money to build/upgrade a couple of types of tower when a certain wave turns up, and if you choose poorly you can kiss goodbye to your planet/spaceship/space station. Instead of trying to find a rough combination of towers which works, you’re trying to find the single tower which will crack a mission wide open as well as figuring out when exactly to build it. This robs Gorg of what little free-form nature it might have carried over from its tower defence heritage. Consequently, missions where you’re able to build more than five or six offensive towers are incredibly rare.
#UNSTOPPABLE GORG REVIEW SERIES#
All the game gives you are a few hotspots on a series of orbital rings surrounding whatever you’re trying to keep the aliens away from. Other tower defence games give you vast swathes of land upon which you can plan and build your defences. How did this happen? It’s down to Unstoppable Gorg’s main gameplay conceit, which is that it is set in space. All tower defence games have some sort of puzzle element to them, but they’re distinguished from true puzzlers in that they usually give you the freedom to work towards your own solution, Gorg on the other hand can best be described as a puzzle game with some light tower defence elements. I put the puzzler part of the descriptor first because that’s what Unstoppable Gorg is, primarily. Unstoppable Gorg is a puzzler-cum-tower defence game with an awesomely cheesy retro 1950s sci-fi flavour. Right, now that’s out of my system we can get on with the review.
