Have you ever been chatting to someone who’s not really listening? Someone with a glazed look in their eyes, who keeps checking their phone, keeps looking around at other things, as you attempt to expound the finer points of anthropoid limb dismemberment. You certainly get the feeling that they have better things to do than sit there talking to you. Just like many game developers fail to listen to their consumers. But not Coffee Stain Studios. I love those guys, because listening and learning is their speciality.
Firstly, they listened to what people did/didn’t like about the first Sanctum. What was over-powered, what was useless, what needed streamlining, and even how people like to purchase any add-on content. Thus was born Sanctum 2. Yet far from releasing and retiring, Coffee Stain are still at the forefront of their fanbase, responding to feedback, and constructive criticism. Very shortly after launch, the rather unwieldy and unfair method of resource acquisition has already been revamped, in reaction to fan feedback. And the game is a much sweeter deal because of that.
For Sanctum virgins, the series is a tower-defense game, which is played in the first person. That means you get to build defenses to defend against the enemy swarms, then you get to fight alongside your towers as you attempt to stem the inexorable flow of fierce baddies that want to destroy your core (the heart of your base). Your input is certainly not negligible; your actions will be integral to bringing down some of the more powerful baddies when your towers are overwhelmed.
Resources to build towers are now kept separate from resources for tower bases. This simply means that you cannot set out a vast network of tunnels to channel the baddies down, right from the start of the level. Instead, owing to the limited resources which are slowly accredited as the level progresses, you must keep adjusting your setup with each round to maximize your available resources for each wave. It sounds like a small addition, but it works very nicely to keep the challenge high throughout all the waves, rather than just the later ones.
A splendid touch is the addition of bosses. These gargantuan creatures are generally far more powerful then common baddies, and will even start to destroy your previously invincible towers, should they so desire. Although the creatures themselves may be taken down, they could also knock a hole in your meticulously constructed tower path, leaving a shortcut for all the common baddies to gleefully scuttle straight through to your vulnerable core. So tower layout requires even more thought and planning.
Having completed the game, you can replay each level with special difficulty modifiers enabled. These will make the enemies stronger, faster, and badder, which will ramp up the difficulty to create a challenge for even the most advanced Sanctumites.
Adding a little more structure to game progression, there is a story-driven campaign with comic-strip introductions to each level. Don’t expect anything special, it is all generic sci-fi waffle which is eminently forgettable 5 minutes later. Something about codes, computers, fighting, and the square root of tedium. But nobody is playing Sanctum 2 for the storyline, so this is not really an issue.
It is comforting to know that Sanctum 2 listens. It stares deep and lovingly into your eyes, and snuggles you with a warm embrace. When you bring down a colossus of an enemy within spitting distance of your core, when you set up the perfect tower arrangement to annihilate the hordes, when you frivolously dance between the boisterous baddies, you realize that Sanctum 2 is granting you a deep sense of fulfillment. It has tailored itself to be as much fun as it can be. I hereby request that you buy this game. You won’t regret it, unless you have an abnormal aversion to fun.