Don’t come to this tower defence/role-playing hybrid expecting the unexpected. Although it does improve on its predecessor in many ways, innovation and originality are still low on the agenda.
Even if you overlooked the original, anybody who’s played a tower defence game before will know what they’re in for. Hordes of enemies appear out of magical gates and make a beeline to objects you’re tasked with protecting, and so it’s a case of strategically placing traps, turrets and towers in their path to prevent the battlefield being overrun and valuable items destroyed.
Enemies can be dealt with directly too, with the two free characters available being a knight in shining armour – who has some heavy hitting sword swings at his disposal – and a mage with a wand that fires different projectiles. The remaining character classes – plus various character skins, pets, and whatnot – are locked behind a paywall, purchasable with IAPs or elusive gold medals.
It’s more than apparent that Dungeon Defenders II benefits hugely from current-gen tech. The game engine copes admirably with the level of carnage and chaos, and although there is a limit to the amount of turrets that can be built, this is seemingly down to balancing rather than technical constraints. Glowing green crystals are used to buy, repair and upgrade arsenal, gained either from defeated enemies or from within treasure chests that restock between rounds. All the time in the world is provided to set up defences, as rounds only start when all players are ready.