Easter? So soon?
Oct. 7th, 2011 10:37 amI've been giving Sanctum a proper playabout over the course of the last week, after an initial evening back in July chasing after the Steam Summer Camp award related to the game. It's a first person tower defence game made by indie developers Coffee Stain Studios, and it's main schtick is that when the building phase is over, your character (Skye) leaps into the fray with a choice of firearms and helps with the defence. The multiplayer function is co-operative and good fun to boot.

You are placed on a map that has a mixture of fixed components like ramps and walls, with entrances on one end where aliens will swarm from and a big glowing core on the other end which is what the aliens are trying to destroy. The open space is mostly given over to sites where you can choose to construct blocks to house towers or place something on the floor. The strategy comes from how you choose to herd the aliens through block placement and kill them through strategic tower use, bolstered by your own FPS skills. The FPS aspect isn't hardcore - you don't have HP and the aliens don't care about you though if you get in their way you will get bounced about. Each wave of aliens you successfully destroy (before they destroy your core) gives you a money reward. Towers, floor items and weapon upgrades all cost money. You have to choose whether you want to spend your earnings on upping your own personal combat capabilities, for example upgrading your sniper rifle, or on upgrading your existing tower/floor structures, or in placing new basic ones. Towers act on their own initiative, either going for the closest target or else choosing targets randomly. Flooring acts on aliens that run directly over them. You can run and jump about to shoot and the placement of Televators (teleporters combined with elevators to move up to the top of the block layer) gets to be critical to avoid getting yourself stuck out of the way with a long run back to the action.

Examples of the sorts of towers and flooring you get:-
I became quite the sniper rifle and assault cannon fan. Sniping the bigger and tougher aliens to thin the ranks before they come into tower range, then switching over to the assault cannon to spray the smaller, faster things. At the lower difficulty ranges, you can easily out-DPS your towers and go all rambo. At harder levels you are the emergency backup.

The three bits I don't like are as follows:
It's a really well presented game, in my opinion. I love the aesthetics (even if the 'futuristic' UI style has been done to death) and the soundtrack is great too. There's been some free updates and also some cheap DLCs (a couple of dollars for the lot in a recent Steam sale) consisting of new maps and tower/flooring types. If you Steam it, there's a ton of achievements as well ranging from the usual 'kill X of Y using Z' to uncovering hidden easter eggs. And boy, that's a lotta easter eggs...
The icing on the cake
There's a veritable ton of hidden bits to find, from random items tucked away in obscure corners of the map you didn't even know had pathing to whole other areas and layers to explore. Hardly any of these have to do with building towers and pewing aliens but the amount of work that's gone into some of these secret parts is quite mind-boggling. 'Voyage au centre de la Terre' is one such example with a whole other section of labyrinthine tunnels, unique script dialogue and such. Masses of guides on how to access everything can be found all over YouTube. The various additional levels haven't skimped on the hidden bits either. All in all it adds plenty of extra goals to pursue and extends the longevity of the game. For once, in a break with recent gaming tradition, there are no cake references either.
It's been a long time since I've played a game with so many random extras that have nothing whatsoever to do with the gameplay, the genre, the setting and so on.
Sanctum is not too expensive on Steam at the best of times but when it comes up in the sale rotation, it definitely gets a recommendation from me.

You are placed on a map that has a mixture of fixed components like ramps and walls, with entrances on one end where aliens will swarm from and a big glowing core on the other end which is what the aliens are trying to destroy. The open space is mostly given over to sites where you can choose to construct blocks to house towers or place something on the floor. The strategy comes from how you choose to herd the aliens through block placement and kill them through strategic tower use, bolstered by your own FPS skills. The FPS aspect isn't hardcore - you don't have HP and the aliens don't care about you though if you get in their way you will get bounced about. Each wave of aliens you successfully destroy (before they destroy your core) gives you a money reward. Towers, floor items and weapon upgrades all cost money. You have to choose whether you want to spend your earnings on upping your own personal combat capabilities, for example upgrading your sniper rifle, or on upgrading your existing tower/floor structures, or in placing new basic ones. Towers act on their own initiative, either going for the closest target or else choosing targets randomly. Flooring acts on aliens that run directly over them. You can run and jump about to shoot and the placement of Televators (teleporters combined with elevators to move up to the top of the block layer) gets to be critical to avoid getting yourself stuck out of the way with a long run back to the action.

Chargin' mah lazorz...
Examples of the sorts of towers and flooring you get:-
- Gatling Guns which are cheap, high rate of fire, low damage and target the nearest ground units
- Scatter Lasers which are more expensive, have higher damage and lower rate of fire and randomly targets both ground and air units
- Slow Fields that snare enemies passing over that square
- Amp Fields that decrease the armour of the aliens passing over the square
- Bobble Heads that are immune to all damage except to their tiny, fragile, waving bobble-heads
- Chargers that move very fast in straight lines but slow down considerably at corners
- Dodgers that fly and move in random jerks
- Spore Pods that don't do much of anything beyond fly slowly and die easily, except that they come in large numbers
I became quite the sniper rifle and assault cannon fan. Sniping the bigger and tougher aliens to thin the ranks before they come into tower range, then switching over to the assault cannon to spray the smaller, faster things. At the lower difficulty ranges, you can easily out-DPS your towers and go all rambo. At harder levels you are the emergency backup.

Getting up close and personal in multiplayer
The three bits I don't like are as follows:
- The difficulties are shagged. That is to say; the difference between difficulty levels follows abstract mathematics as yet unknown to modern science.
- Occasional bugged (or possibly just ludicrously unbalanced) mobs. An example of this is sometimes found in the Big Walker waves. Usually when found in a wave, these aliens have got a wodge of HP that means they take a good pounding before keeling over. Once in a while, there will be a bugged one (or perhaps it's some sort of special invulnerable one) that will take the combined firepower of all my turrets and myself sniping for 4-digit damage in the weakspot for the duration of the entire pathway to the core, and STILL doesn't fall over. It's taking damage, as the mass of orange and red numbers can attest to, it's just not dying. Exceedingly frustrating.
- Occasional bugged Achivements, though that's hardly unique to this game to be fair. Still irritating when you've got to that last awkward strawberry fish and shot it in the head at point blank range and it squeals in its death throes and... no record of it.
It's a really well presented game, in my opinion. I love the aesthetics (even if the 'futuristic' UI style has been done to death) and the soundtrack is great too. There's been some free updates and also some cheap DLCs (a couple of dollars for the lot in a recent Steam sale) consisting of new maps and tower/flooring types. If you Steam it, there's a ton of achievements as well ranging from the usual 'kill X of Y using Z' to uncovering hidden easter eggs. And boy, that's a lotta easter eggs...
The icing on the cake
There's a veritable ton of hidden bits to find, from random items tucked away in obscure corners of the map you didn't even know had pathing to whole other areas and layers to explore. Hardly any of these have to do with building towers and pewing aliens but the amount of work that's gone into some of these secret parts is quite mind-boggling. 'Voyage au centre de la Terre' is one such example with a whole other section of labyrinthine tunnels, unique script dialogue and such. Masses of guides on how to access everything can be found all over YouTube. The various additional levels haven't skimped on the hidden bits either. All in all it adds plenty of extra goals to pursue and extends the longevity of the game. For once, in a break with recent gaming tradition, there are no cake references either.
It's been a long time since I've played a game with so many random extras that have nothing whatsoever to do with the gameplay, the genre, the setting and so on.
Sanctum is not too expensive on Steam at the best of times but when it comes up in the sale rotation, it definitely gets a recommendation from me.