Totem Topple (Wii U) Review

By Luna Eriksson 08.03.2016

Review for Totem Topple on Wii U

The long-standing tower defence sub-genre was born in 1990 with Atari's Rampart, but grew in popularity thanks to custom maps which implemented this gameplay in Warcraft III, to finally grow into a popular flash game genre. Totem Topple takes a quite different approach to the concept by building on height rather than having a typical lane based gameplay. Does it work, though?

Few genres have such a defined and simplistic school of design as the tower defence genre. Despite being pretty old, it's still very basic and with few titles daring to stand out from the classical well-tried formula. Totem Topple does, however, try to put its own touch upon this form of rear-time strategy!

The new design choices and elements added in Totem Topple are interesting. Instead of building on a lane with different stage setups and enemy types to pay respect to, it has taken the form of a totem tower to build on, meaning that, instead of building new buildings, the entire point is to protect the one building that is being upgraded.

Besides that, there is a system with dynamic difficulty added to the game. What this means is that the better the player performs, the more difficult the whole thing becomes to reflect that, effectively making this title enjoyable for everyone. However, when trying to invent something new mistakes are bound to be made, and this is very clear here.

Screenshot for Totem Topple on Wii U

By far the biggest problem is the limitation on the tower. It can only be built around 10 stores high before everything turns into a kill-screen, where it becomes bombed by an infinite number of almost invincible enemies. This damages the gameplay by giving highly limited options in how to build the tower. The most appealing aspect should be "how high can I go?" but it is almost entirely removed from this game by this mechanic.

The second big issue is how the points are counted by how many stores are built on the totem. This mixed with the aforementioned problem, means that to build new stores, earlier ones have to be destroyed. This can take a long time of doing nothing, making Totem Topple a game where the player will soon end up waiting for several minutes before building a new store on the tower, after an earlier one got destroyed. It is boring and mind-numbing and shows signs of extremely problematic game design choices.

Totem Topple could have been a fun experience, but the limitations it puts on the gameplay means that it is a title which will get really boring after a really short period of time. In other words: It is an interesting concept executed badly which makes it difficult to recommend.

Screenshot for Totem Topple on Wii U

Cubed3 Rating

4/10
Rated 4 out of 10

Subpar

The ideas Totem Topple introduces to the genre, with its dynamic difficulty and the protection of one tower that is built upon are interesting additions to the genre and could have made for a fun and interesting tower defence. Unfortunately, the problems that the self-implemented limitations add are extremely problematic and make this a title that is very difficult to recommend to anyone due to the long downtimes in-between when the player is allowed to do something without being hit by a kill-screen for building their tower a bit too high. This is a problem expected from games in the '70s/80s, not in the 2010s...

Developer

Crystalline Green

Publisher

Crystalline Green

Genre

Strategy

Players

1

C3 Score

Rated $score out of 10  4/10

Reader Score

Rated $score out of 10  0 (0 Votes)

European release date Out now   North America release date Out now   Japan release date None   Australian release date Out now   

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