Tower defense, as a genre, has had its ups and downs over the past few years. Some would argue it peaked 3-5 years ago with titles such as the Kingdom Rush series serving as some of the best of the best. These days, when developers are brave enough to even think about touching the genre, they usually approach it with the intention of blending in other types of game play elements. McDroid is one such title, and the end results are mixed at best.
McDroid’s foundation is built on a deep love for tower defense but adds in elements from arcade shooters and tactical sims. The game’s appearance is heavily cel-shaded in a way that calls back to Borderlands. The story is odd and irreverent- you play as a small droid working hard to defend a self-aware planet you’ve crash-landed on that’s under siege from an evil corporation, which is bombarding the planet with monstrous bugs. The game is divided by different sections of the planet, and it’s your job to keep the world safe. The twist from other tower defense titles is that you’re not only responsible for your guard post, but yourself as well.
On paper, much of what comprises McDoid’s individual elements seem great: tower defense can be fun when done well, arcade shooters can be frantic and unforgiving in that punishingly-difficult-yet-fun way, and who doesn’t like a bit of tactical planning? The concept is solid and, if nothing else, lays the groundwork for a better game down the road, either in the form of a sequel, or a new game from a new publisher entirely. The visuals are fun and solid- it’s easy on the eyes, and rich with cartoonish detail.
The rest of the game, however, isn’t anywhere near as pleasant an experience as it should be. More than anything, what stood out to me during my time with McDroid was the writing. Put bluntly, it was terrible. The game’s sense of humor is always trying too hard to amuse, delight, and seem cleverer than it actually is. The jokes never once managed anything other than falling flat on delivery, and the dialog was grating in a way that I haven’t experienced in a long time now.
In terms of game play, there were often huge, ridiculous spikes in difficulty that seemed put in place for no other reason than to stretch out the overall experience. While variety in the level design, progression, and game play is slowly introduced as the game proceeds, I never really felt that I was doing anything majorly different from area to area, and I never felt engaged by the game in any meaningful way, either.
To keep this short and to the point, there are better tower defense titles out there, as well as better arcade shooters. You’re better off looking elsewhere.