Initial inspection reveals that it's both a tower defence game and a sequel. Hmm, that crazy gene must be be buried a little deeper.Īha. The premise sees you defending a pen full of helpless sheep from alien abduction with a futuristic arsenal more suited to protecting a city. Hyper-vigilant animal husbandry aside, though, we should stress that this is tower defence by the numbers. Stages vary between fixed-path trench runs, whereby you must position automated gun turrets along the enemy's predicted path, and freeform stages that allow you to lead the enemy a merry dance using the towers to erect makeshift mazes. This approach is very Fieldrunners 2, as is the selection of towers. There's the one that fires area-effect mortars, the one that slows the enemy down, the one that burns through multiple units simultaneously, the one that zaps them. The upgrade system, too, will be familiar to genre enthusiasts. #Towermadness 2 scorched mesa hard upgrade ![]() Of course, familiarity doesn't necessarily breed contempt in the world of video games. TowerMadness 2 might be unoriginal, but it's still good fun. ![]() Its chunky graphics aren't immediately impressive, but when you start zooming in and out with dozens of attacking units on screen at the same time with nary a hint of stutter (even on our 'old' iPad 3) you'll realise the strength of the engine. TowerMadness 2 has a couple of neat touches of its own, too, such as the environmental effects that the second and third worlds have on your towers (overheating and icing up respectively). Watching your last-ditch ram defence sending a whole line of aliens packing is also a treat. The game also balances its cheeky humour well with stages that will seriously challenge your forward-planning abilities, mixing things up just enough to keep you moving on. TowerMadness 2's biggest issue, aside from a general lack of originality, is its IAP system. This is a game that costs £1.99 to purchase, but is structured to strongly encourage further payments.
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