Orcs Must Die! 2 (Complete Pack) [2023]
Orcs Must Die! 2 Introduction:
Orcs Must Die! 2 is an action-tower defense video game developed by Robot Entertainment as a sequel to the original Orcs Must Die!, published by Microsoft Game Studios for Microsoft Windows on July 30, 2012 in the United States. Microsoft announced the development of Orcs Must Die! 2 at PAX East in Boston on April 2, 2012, with a focus on enhancing cooperative gameplay compared to the original.
Similar to its predecessor, Orcs Must Die! 2 is a twist on the tower defense genre. In the campaign mode, players take on the roles of the War Mage or Sorceress, tasked with defending one or more Rifts (up to 3) from waves of orc armies emerging from doors in each level. Orc armies attack in waves, with breaks between waves for players to recover and strategically place traps. Occasionally, there are longer breaks on Nightmare difficulty, allowing players to control when the next wave arrives.
Gameplay:
To fend off the orcs, players select traps, spells, and equipment from their Spellbook (up to ten in single player modes). Placing traps incurs an in-game currency cost, which can be earned at the start of levels, through bonuses between levels, by defeating orcs, or by collecting coins. Traps can be sold during wave breaks. These traps can be ground, wall, or ceiling-based, typically requiring a brief reset period after activation. Guardians, such as archers or knights, can also be placed and act independently but can be harmed by orcs until players intervene or during the major break between waves. Players can engage in direct combat using weapons from their Spellbook, including mana-consuming magical abilities. Players must also monitor their health, which can be replenished near a Rift, by collecting health or mana potions from fallen orcs, or by using specific equipment.
Each orc that reaches a Rift deducts Rift points. If Rift points reach zero, the level is considered lost, necessitating a restart. Successful completion of a level earns players skulls, with up to five skulls based on remaining Rift points and completion time. Additional skulls can be obtained for high scores or collected from defeated orcs. The first five skulls are one-time rewards for each level, while bonus skulls can be earned on subsequent plays. Skulls are used for permanent improvements to traps and equipment, enabling players to revisit earlier levels with enhanced gear to achieve higher scores. In the sequel, each trap and piece of equipment can be upgraded by three levels and may feature optional improvements, such as inflicting additional status effects on orcs when activated. Players are also rewarded with new traps or equipment the first time they complete a level.
The game includes a cooperative mode, with one player as the War Mage and the other as the Sorceress. In this mode, both characters receive traps and equipment in a different order as rewards for completing levels. Players can also purchase new traps using skulls. While players can interact with each other's traps in limited ways, they cannot sell the other player's traps. Some equipment benefits apply to both players, such as artifacts that passively enhance trap reset speed.
In addition to the campaign mode, Orcs Must Die! 2 offers an "Endless" mode for both single and cooperative play, requiring players to withstand forty waves of various orc types. The game features weekly challenges that typically limit players to specific trap and equipment types. Downloadable content adds new levels, traps, equipment, and monster types. Players can also acquire new costumes for their characters.
The story takes place shortly after the events of Orcs Must Die!. The Sorceress, seeking refuge from The Mob, stumbles upon a Rift that transports her to the Dwarven Mines, where she reunites with the War Mage, now working there. They join forces to combat the orc threat as they discover more Rifts opening in various locations. These Rifts lead them back to the Dead World.
Final Words:
It is revealed that the War Mage's master is still alive and had opened a weak Rift to enable the Sorceress to escape and unite against The Mob. After communication with their master, he explains that he reopened the Rifts because the world beyond them depended on the magic they provided.
Upon defending the last Rift, magic returns to the world. The War Mage's master vanishes, and the War Mage declares that he and the Sorceress will continue guarding the Rifts and protecting the world, knowing that the orc threat will always loom.
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