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In a welcome surprise, many of these these enemies will turn and chase you down if you get too close – a needed improvement over their oblivious marches in the first game. (It’s a pity that they’re merely gargantuan versions of the foot soldiers instead of distinct monsters.) Even placed intelligently, the limit of 10 towers usually can’t handle the hordes alone, which keeps the pace fast and desperate. The varied cast of creatures come in relatively small numbers to counterbalance their increased hit points, and ever so often are accompanied by hulking bosses that smash through towers as though they were rotting Lincoln Logs.
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The waves of alien enemies are tougher, too. Each level feels markedly different, both in look and design, and in most cases they don’t overstay their welcome. Some of these maps do away with the research facilities almost entirely, and the battles unfold before refreshingly natural surroundings or rusty train yards.
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Sanctum 2’s colorful but sometimes confusing graphic novel-style story panels lead us through a lush, vibrant world spread across 15 maps. As before, your task is to erect a maze of walls and turrets to keep the enemies from the your power cores for as long as possible, but the most immediately noticeable improvement is that this is a far more beautiful and varied game.
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