Tower defense is a cool genre, with some recent success in both the PC, online, and console worlds. Bringing the genre to a portable system is great, but
Creature Defense unfortunately lacks the qualities required to make it a best-of-breed contender. The basics are all here, but presented in an awkward and poorly thought out package.
Creature Defense takes place in a fantasy world where you'll need to master specific territory by clearing a sequence of stages. Each stage contains unique maps that challenge you in terms of how to position your forces to defeat the enemy, and the enemy challenge ramps up significantly between each stage. The card angle is different than others that involve building large decks and playing through as strategically as possible based on the luck of the draw. In
Creature Defense, you'll only have a handful of cards each time you play, selected from a larger deck. You can then place multiple units on the field, according to each unit's cost and the number of points you've amassed from taking out enemies.
In classic defense strategies, the goal is to take out the enemy units as efficiently as possible through everything but twitch reflexes. Placing your units correctly, upgrading them strategically, and using the weaknesses of your enemies against them is how you'll win. You won't win often, but that's a balance issue within Creature Defense, not a feature of tower defense titles in general. There is a shop mode aside from the levels you're attempting to conquer, where you can leverage won gold to purchase available cards and add them to your deck. This would have been a great game to leverage wireless trading or multiplayer, but nothing like that can be found here. All but one level is locked as you begin the game, so you'll be chipping away slowly to open more territory. New cards appear even before you unlock new areas, the notion being that you can earn strong enough creatures to overcome your enemy. The replay value isn't all that high, but there's plenty of replay required to earn necessary points for advancement. The first few times we didn't mind, but eventually this cycle is too heavy on grinding and too light on new content.