In the game’s later levels, you had better have a plan going in, as you will be walking a razor thin edge, and plopping one unit down in the wrong spot at the wrong time can lead to an instant game over. There ain’t no shame in my game – Riftbound at times requires the same sort of lightning-quick response time as certain RTS games. While it undoubtedly owes a debt of gratitude to Popcap’s original masterpiece, Riftbound takes that original addictive game design (and really, why isn’t this a genre at this point?) and cranks the volume all the way up, ratcheting the tension and intensity to the point where I was forced to turn the difficulty down to “Casual” to get past certain levels in the game. Riftbound is Barrel Smash Studios’ first game, and it is a corker. Or rather, Australian development house Barrel Smash Studios has a treat for you. Zombies in its initial strategic incarnation but have seen little reason to return to the franchise after EA turned it into a sad, shriveled milk cow, well, I’ve got a treat for you. I’m not referring to the various shooters, deck-builders, and microtransaction-laden sequel hellscapes that Popcap’s property eventually evolved to encompass, but the first PVZ – the good one. Though I am loath to reduce the hard work a studio puts into a game by immediately comparing it to another game in the first paragraph of a review, it is impossible to discuss Riftbound without mentioning Plants Vs.
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