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* LowLevelRun: The "Green Towers Only" ArrangeMode available on some missions prevents you from leveling your towers up.

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* LongRangeFighter: Cannon, Meteor, and Missile towers all do lots of burst damage and a very wide attack radius, however they cannot target enemies close to themselves.
* LowLevelRun: The [[invoked]]The "Green Towers Only" ArrangeMode available on some missions prevents you from leveling your towers up.
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* MightyGlacier: Crashers and Juggernauts. These guys can make off with three power cores at once, but due to their size and weight, they are slooooow (in fact, they are the slowest of all the aliens).

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* MightyGlacier: Crashers and Juggernauts. These guys can make off with three power cores at once, and they're as durable as a planet, but due to their size and weight, they are slooooow (in fact, they are the slowest of all the aliens).
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* ArbitraryMinimumRange: Cannon and Meteor towers cannot target enemies next to themselves.
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* ExcusePlot: [[TropesAreNotBad A well-done example of one.]] It's a rare thing to see a Tower Defense game with CharacterDevelopment.

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* ExcusePlot: [[TropesAreNotBad [[Administrivia/TropesAreTools A well-done example of one.]] It's a rare thing to see a Tower Defense game with CharacterDevelopment.
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''Defense Grid'' provides examples of:

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''Defense !!''Defense Grid'' provides examples of:
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* LowLevelRun: The "Green Towers Only" ArrangeMode available on some missions prevents you from leveling your towers up.
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** Fully Loaded: All tower types are available if the standard Story mode for this level don't have them all available.

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** Fully Loaded: All tower types are available if the standard Story mode for this level don't doesn't have them all available.
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* LevelInReverse: Story Reversed mode reverse the path of the aliens throughout the level.
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* ArrangeMode: Both games have alternate modes available for each stage, such as:
** Green Towers Only: You cannot upgrade your towers past level 1 (green-colored).
** Grinder: [[MarathonLevel Face 99 waves of enemies.]]
** Story Reversed: [[LevelInReverse The aliens' paths through the level is reversed.]]
** Poison Core: You get only one core, but it damages whatever alien holds on to it. You don't get any resources from core-killed enemies, however.
** Fully Loaded: All tower types are available if the standard Story mode for this level don't have them all available.
** Out of Bullets: You can't use Gun or Cannon towers.
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* StealthyMook:
** Lurkers will avoid detection from most towers until they're in close range, or unless a command tower is nearby.
** The Decoys turn ''other aliens'' around them into these by giving them similar stealth to the Lurker, but the Decoys themselves lack stealth capability.
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* DisasterDominos: The most common cause of core loss- once an enemy grabs a core from the housing and begins to carry it towards the exit, you have to bring it down well ''before'' the next incoming wave gets up to it, otherwise the fresh enemies from the new wave will pick it up when the first enemy drops it and immediately turn back, taking it further out of your reach, possibly into the ''next'' wave and so on. A core dropped in the middle of a pack of enemies is all but lost unless you can nuke the entire pack with the orbital laser, as it gets passed from enemy to enemy in a relay. It can be catastrophic when a Racer picks up a core and carries it back at high speed, being brought down to drop the core right in front of a fresh ''Crasher,'' which would normally require the firepower of your entire Grid to destroy.

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* DisasterDominos: DisasterDominoes: The most common cause of core loss- once an enemy grabs a core from the housing and begins to carry it towards the exit, you have to bring it down well ''before'' the next incoming wave gets up to it, otherwise the fresh enemies from the new wave will pick it up when the first enemy drops it and immediately turn back, taking it further out of your reach, possibly into the ''next'' wave and so on. A core dropped in the middle of a pack of enemies is all but lost unless you can nuke the entire pack with the orbital laser, as it gets passed from enemy to enemy in a relay. It can be catastrophic when a Racer picks up a core and carries it back at high speed, being brought down to drop the core right in front of a fresh ''Crasher,'' which would normally require the firepower of your entire Grid to destroy.
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* DisasterDominos: The most common cause of core loss- once an enemy grabs a core from the housing and begins to carry it towards the exit, you have to bring it down well ''before'' the next incoming wave gets up to it, otherwise the fresh enemies from the new wave will pick it up when the first enemy drops it and immediately turn back, taking it further out of your reach, possibly into the ''next'' wave and so on. A core dropped in the middle of a pack of enemies is all but lost unless you can nuke the entire pack with the orbital laser, as it gets passed from enemy to enemy in a relay. It can be catastrophic when a Racer picks up a core and carries it back at high speed, being brought down to drop the core right in front of a fresh ''Crasher,'' which would normally require the firepower of your entire Grid to destroy.
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* SequelDifficultyDrop: ''Defense Grid 2'' is a complete walk in the park compared to the original if you play on Normal difficulty, although obviously the challenge is more comparable if you play on a higher level. On the other hand, you don't ''need'' to play on higher difficulty levels for anything other than SelfImposedChallenge as you can unlock all achievements on Normal. ''Defense Grid 1'' didn't have difficulty levels, but the challenge usually inclined more towards the higher end of the spectrum, especially if you wanted Gold medals.
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* DifficultySpike: Comes in as early as the third level, 'Ancient Knowledge'. Crashers show up for the first time, but more significantly, the score requirement to get the gold medal becomes ''incredibly'' strict.
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* DeflectorShields: The Bulwark uses these to protect itself. The Spire's can protect other aliens. The already unfair [[MightyGlacier Crasher]] is given these to make TheJuggernaut. Inferno and Laser towers can barely scratch them, while Tesla towers are SuperEffective.

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* DeflectorShields: The Bulwark uses these to protect itself. The Spire's can protect other aliens. The already unfair [[MightyGlacier Crasher]] is given these to make TheJuggernaut. Inferno and Laser towers can barely scratch them, while Tesla towers are SuperEffective.the ArmorPiercingAttack for this.
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** The Grinder game mode is exclusively Walkers, just barely above the weakest creature in the game, but increasing in intensity for ''99 waves''. Playing it in the very last level can crash the game (it is the biggest level with a large number of options for path placement, meaning you could have 10 or so waves pf 40+ walkers each on the screen at the same time, plus all the tower actions). Super Grinder is also 99 waves but with fewer enemies and more enemy variety, including some bosses, which is ironically easier to beat.
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* MeaningfulName: Almost all the {{Mooks}}.

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* MeaningfulName: Almost all the {{Mooks}}.{{Mooks}} overlaps with ShapedLikeItself.
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Hidden Path gave the sequel ''Defense Grid 2'' [[http://www.kickstarter.com/projects/hiddenpath/defense-grid-2?ref=live the Kickstarter treatment]]. Though they didn't get enough money to fund it, the project [[http://www.strategyinformer.com/news/23002/report-single-investor-helped-back-defense-grid-2-crowdfunding was funded]] by AscendedFanboy Steven Dengler, who also helped co-produce various DoubleFine projects. It was finally released on September 2014.

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Hidden Path gave the sequel ''Defense Grid 2'' [[http://www.kickstarter.com/projects/hiddenpath/defense-grid-2?ref=live the Kickstarter treatment]]. Though they didn't get enough money to fund it, the project [[http://www.strategyinformer.com/news/23002/report-single-investor-helped-back-defense-grid-2-crowdfunding was funded]] by AscendedFanboy Steven Dengler, who also helped co-produce various DoubleFine Creator/DoubleFine projects. It was finally released on September 2014.
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* FlamingMeteor: both games feature the 'meteor tower' - it's a Meteor InNameOnly though, as it is launched from the ground as a fiery ball which arcs to its impact zone, dealing massive amounts of damage.
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Developed by Hidden Path Entertainment and released for the PC in December 2008 (and XboxLiveArcade in September 2009), ''Defense Grid: The Awakening'' is a TowerDefense game that's been hailed as one of the best in the genre.

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Developed by Hidden Path Entertainment and released for the PC in December 2008 (and XboxLiveArcade UsefulNotes/XboxLiveArcade in September 2009), ''Defense Grid: The Awakening'' is a TowerDefense game that's been hailed as one of the best in the genre.
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** For Tower Defense genre in general, '''especially''' in ''Defense Grid 1''. You might want to spend your resources as soon as you can and build as many towers as you can, but if you do it there you probably '''won't''' earn a Gold medal even if you win with all cores in the base. The game encourages the player to use as less resources as possible and play conservatively using them only when really necessary; the more resources you have, the more you will earn via interest, and in the end it might be the difference between a Silver or Gold medal in the rank. Both games also have "rewind" button which allows players to go back to a previous checkpoint, encouraging even further players to test tactics using as less towers as possible.

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** For Tower Defense genre in general, '''especially''' in ''Defense Grid 1''. You might want to spend your resources as soon as you can and build as many towers as you can, but if you do it there you probably '''won't''' earn a Gold medal even if you win with all cores in the base. The game encourages the player to use as less few resources as possible and play conservatively using them only when really necessary; the more resources you have, the more you will earn via interest, and in the end it might be the difference between a Silver or Gold medal in the rank. Both games also have "rewind" button which allows players to go back to a previous checkpoint, encouraging even further players to test tactics using as less few towers as possible.
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* AirborneMook: Darts and Mantas. Both of which do not take the usual route which the other mooks do, and instead travel another fixed path and if they manage to steal one of the cores, they're considered to be lost immediately and can't be recovered even if you manage to shoot them down before they escape.

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* AirborneMook: Darts and Mantas. Both of which do not take the usual route which the other mooks do, and instead travel another fixed path and if they manage to steal one of the cores, they're considered to be lost immediately and can't be recovered even if you manage to shoot them down before they escape. The second game doesn't have them, however.

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* DungeonBypass: Later levels have you build TheMaze yourself using towers. [[AirborneMook Flying enemies]] go right over it, and instantly leave the map when they reach your power cores.

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* DungeonBypass: Later levels have you build TheMaze yourself using towers. [[AirborneMook Flying enemies]] go right over it, and instantly leave the map when they reach your power cores. The Landing Pods are even worse, they're dropped ''in front of your cores'' and spawn enemies right there and then.


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** Landing Pods, which are spawned ''right next to your cores'' and start spawning mooks from there, effectively allowing them to [[DungeonBypass traverse half your defences]]!
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* LightningBruiser: Rumblers have a lot of health, move ''very'' quickly, and carry 3 cores.

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** Command towers act as a counter StealthExpert revealing enemies with stealth within its range allowing towers to attack them earlier and also increases the resource income.

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** Command towers act as a counter StealthExpert revealing enemies with stealth InvisibleMonsters within its range allowing towers to attack them earlier and also increases the resource income.


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* InvisibleMonsters: Stealthed enemies can only be detected by nearby towers, or if they're within the range of a Command tower.
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* RegeneratingHealth: The appropriately-named Regenerator has this- but only when it's not being damaged. Keep it hurt at all times with the Concussion tower if you don't want them to heal themselves.
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* UnexpectedGameplayChange: In ''Defense Grid 2'', Power Outage challenges forces the player either to keep their cursor close to the towers or build them close to the core housing, otherwise they won't even activate and shoot aliens.
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* RandomDrop: In an odd fashion in ''Defense Grid 2'': Every time you finish a map you have a chance of earning a tower item which varies from 01 to 05, you may earn an item of 01 or sometimes, in very rare cases, an item at grade 05. Playing on higher difficulties and longer maps significantly increases the chance of earning better, and rarer, tower items, though.
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* OfficiallyShortenedTitle: The sequel is abbreviated simply to ''[=DG2=]''.
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** Professor Briel's skill, it transfer 100 resources instantly on the use which is quite useful especially early on.

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** Professor Briel's skill, it transfer 100 resources instantly on the use use, increases the more aliens you hit with it, which is quite useful especially early on.

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