PixelJunk Monsters Review
Shoot it up.
Version tested: PlayStation 3
You might be inclined to take one glance at PixelJunk Monsters and mutter something glib about it looking like it belongs in 1992 and move onto something altogether more alluring. Funnily enough, it also plays a bit like some forgotten 16-bit gem from the same era, based around the simple concept of defending a forest's timid population from a variety of encroaching nasties. Think of it as Space Invaders meets Dune 2.
Designed as a direct attempt to get Japanese gamers into real-time strategy games, it all works rather nicely. Set on a single screen and viewed from a fixed isometric viewpoint, a typical level in PixelJunk Monsters tasks you with controlling a nameless little guy whose job it is to defend the base from ten waves of differing enemies. These remorseless foes snake inexorably towards your frightened populace in single file, and the basic plan is to kill them before they can. But because the scurrying little creature you control can't shoot or fight, you must strategically position defence emplacements on any tree on the map and take the fight to them.
Intuitively, you run your man over to a tree of your choice, press the X button, cycle through the weapon wheel, and select the one you feel is most appropriate. To begin with you have the option to place basic arrow or cannon units, both of which are good at dealing with ground-based enemies but rather feeble and slow in isolation. The key is always strategic placement and strength in numbers - each weapon has its own radius of fire (itself denoted via an oval outline on the screen), so the best plan is to try and memorise the path the enemy takes and set up your units accordingly.

Cute and fluffy. A game you could take home to your mum.
Like a typical RTS, each enemy unit, be it a spider, bird, lumbering giant or angry tribesman, has its own health bar, and as they snake their way towards your base, your defence units will slowly chip away at their energy until they explode in a shower of coins or gems. Predictably, coins act as the currency of the game, and while you often start levels with some currency in reserve, you'll soon realise that you need to build as many defence units as possible before too many of your men get gobbled up. Soon enough, PixelJunk Monsters becomes as much about strategic unit placement as running around frantically gathering up currency...and light-blue-coloured gems. The latter are also vitally important, as they can be spent on unlocking entirely new types of defence unit, or upgrading the ones that you've placed. Bizarrely, if you stand next to a unit, your man starts dancing around, which also has the effect of slowly upgrading any given defence unit. Takes all sorts.
Initially the game seems quite sedate, simple, and designed to be accessible and fun without necessarily being too tough. The crisp, SNES-esque character designs and simple environments give the impression of a casual game, dare we say it, for kids. But sure enough, the game shows its teeth and claws sooner rather than later, and the challenge ramps up in no time - to the extent that even the latter levels on Easy took four or five concerted attempts to plough through.

Oh noes! Where's my aerial defence?
The nature of the beast, though, is that PixelJunk Monsters relies very much on trial and error, with the emphasis on error. It's not until you actually know which type of enemy is coming in the next wave, and which direction it's going before you can place your units. Thing is, success largely depends on getting the jump on the bad guys and being able to set things up in advance of them stomping on through - and that's where a certain amount of frustration starts to creep in. It's not until you've played each level a few times that you have any realistic chance of success, and going into each new level knowing you're going to screw up a few times is a little irritating.
One of the unexpected charms of the game is the two-player co-op mode, where both of you have your own currency to spend as you see fit, but can share gems/research. If anything, the game works even better as a multiplayer game, with one of you stationed near the entrance point, and the other keeping guard near the base. Played solo, you're often caught out by your inability to reach parts of the map quick enough, so although you could argue that the game's slightly more challenging solo, it's also less frustrating in co-op, so you takes your choices. The added competitive edge of each having your own score is a nice touch, too.
That said, PixelJunk Monsters is undoubtedly an engaging addition to the increasingly fertile PSN range when played at a leisurely pace. For the sake of a few quid, you can't really go wrong. 20 levels might not sound like a lot, but this is one that will keep you going for ages, and with a highly entertaining co-op mode thrown in and online high-score tables, it's yet another PSN title worth checking out.
8 / 10
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Comments (34) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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http://ww w.kongregate.com/games/preecep/...
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YOU ARE CONFUSING US!
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Well the game mechanics sound identical. The only real diference being that you have a character on the field rather than a mouse pointer.
Plus desktop tower defence is free of course
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It's quite good!
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Freaking LOVELY.
Really really nice - can't wait to play it again. Highly addictive and beautiful 'to boot'.
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I'm sitting aprox. 2-3 meters from the router and the wifi connection is strong (90%-100%) but still it's running quite bad and PJM remote-play is unuseable for me.
Anybody else got this problem or have a solution ?
TIA!
(sorry for reposting this)
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I ask because I agree the lag makes non-rpg titles unplayable - I agree some is unavoidable but it could be a lot better than it currently is.
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that aside, it's not too shabby a game!
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Not like this. I had it running earlier (a few months ago) where is was fast and usable (fast PS3 XMB navigation, etc) ... maybe a later firmware screwed it up or something else conflicts with it.
"Can you download this to PSP or is it just remote play? "
Only remote-play. A PSP version would be really nice
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Well...
You get a "run potion" after beating easy levels
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I hope you are kidding, I don't understand how somebody can be this stupid.
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Tower defense started as a bit of a gimmick map for star craft, then pretty much exploded in WarCraft 3, thanks to its excellent modding tools. There were lots of Tower Defense maps, with lots of different Tower-Trees for upgrading etc. and even some which also used Heros (though the heros never replaced the cursor). It got especially nerdy-fun in Co-op where everyone would gather after every failed attempt at the rock-hard levels, trying to figure out the best strategies... "You tech up on the slow-towers, I'll tech up on the DPS towers" etc.
Since then there have been a number of flash based versions, some casual versions, and indie versions too. Notably, <a href= "http://studioeres.com /immortal/">Immortal Defense</a> (reminiscent of Dune meets Geometry Wars in a 5th spatial dimension, and probably one of the best indie tower defense games out there, sadly not making it into the IGF this year) uses the cursor as an extra way to shoot, and its "charge" attack can be used in conjunction with a few of the towers (to gravitate mines toward it etc.), but the cursor cannot be "hurt"
So yeah, there's some real history behind this mechanic. It's a very enjoyable one.
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*Until Rez HD on Live that is...
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I always use Type 4 for remote play and have no issues at all even with fairly fast paced PS1 Games, you can always try custom and lower the bit rate manually. Also could there be anyone else in your house using your wireless network and stealing your bandwidth?
Ive really had no problems with remote play at all, since release except getting it working over the internet from work, my damn router keeps blocking external access and i havent figured how to configure it correct yet. Bit of a labourious process when i can only test if ive got it right by driving to work. lol
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Everyday shooter not arriving has really pissed me off though, its my birthday on sunday, and that was going to be my present to myself.....booo hoooooo!
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This game (I'm talking about PixelJunk Monsters) would get a severe score cut from me for being so derivative...
Lookie, lookie what I have found:
http://www.towerdefence. net/
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At least this isn't a straight port and actually adds a few relatively novel elements.
Besdies, if you've actually played it, you'd realise this is a fun game and deserveing of the 8/10 Eurogamer gave it.
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