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Orcs Must Die! Deathtrap review - a tempered return for this tower defence titan
A snappy entry in the best series that action tower defence has to offer, held back by a repeating roguelite structure that's only partially successful.
You do so by creating elaborate Rube Goldberg deathzones for your imminent guests - laying down barricades to block off routes before guiding the flow of orcs, ogres, trolls and frost giants towards choke points, which you then fill with careering mine carts, pits of tar and dispensers of boiling hot molten gold. Part of the creative and strategic joy of the series has always been the process of figuring out a map for the first time - experimentally plonking down barricades, your most powerful tool, to discover how you might funnel monsters coming from multiple doors into one, glorious corridor of death. Upon returning to a familiar map, you might find that Rift corruption has entangled your favourite choke point in grim, grey roots, forcing you to rethink your plans; or that an end-of-level boon has made wall traps 50 percent more effective, causing you to ditch your usual ceiling lasers.
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