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Orcs Must Die! preview: Pleasure in panic

It's hard to define Orcs Must Die!. On paper, it's a marriage of the Tower Defense and the action-RPG genres -- but the influence of one doesn't trump the other; it doesn't feel dominated by either one of those two genres. Robot Entertainment has expertly blended the two genres together to create something new: a panic-infused experience where the player is constantly under duress.
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If you're unaware of the premise, take note: the player starts in a map with a set amount of currency, used to purchase traps that can be set in the environment. The object of the game is to keep the progressively thicker and tougher waves of enemies from reaching something called The Rift, a kind of inter-dimensional doorway. For each enemy that reaches it, some of its power is taken away -- when the counter reaches zero, you lose. In that sense, it's a traditional Tower Defense game.

But the interesting thing about Orcs Must Die! is that you can run around the map in third-person, placing traps and selling them, and generally engaging the waves of enemies on your own. This is where the game's combo system comes into play, a satisfying mechanic that rewards you with extra points for chaining together trap use and your own input. For example, if you have a bunch of Orcs trapped in a tar floor trap (slows them down) while they're being pummeled by a wall trap flinging arrows at them, then you shoot said Orcs in the face, you'll receive combo points. Keep doing that and stacking up the bodies and you'll accrue some serious points.

br /> That's easier said than done, though. The Gateway, a level a bit later in the game, showed that managing all of these pieces in real-time can be extremely difficult. Good thing you get a "go break" every three waves, where you can catch your breath, reorganize trap locations, build new ones and even sell some for face value. It's a nice break from all of the madness, but considering each level has a par time, players dead-set on getting five skulls on a level (the game's ranking system) will likely feel the pressure even then.

And that's the great thing about the game: even though you're constantly in a state of worry, it makes success that much more rewarding. Plus each level has infinite replay value: lead designer Ian Fischer told me that progress in the game can transfer to earlier levels. So if you go through the game once and unlock equipment and traps, you can go back to earlier levels and use those unlocked items. It pushes you to continually play the game different, which goes a long way toward its replay value.

Orcs Must Die! really impressed me here at E3. It's an excellent meld of two genres I enjoy and instantly playable. The learning curve is slight and even though I found myself dying a few times, it was a wonderful learning experience that invigorated me to get back in and try different tactics. I never once found myself frustrated.