

To make matters worse, getting the highest scores and gold medals more or less requires players take a single path. In other words, the illusion of choice is just than, an illusion. Each is guarded by the same enemy units, and each ends up in the same place. For the most part the objectives are in the same, and the differences between the two or three alternative routes are minor at best. Though there are alternative pathways to choose from they are incredibly limited in scope telling units to turn left has little in-game impact on turning right. There’s some potential in that setup, but it’s never executed that well. Each level kicks off with an overhead map, and by placing arrow markers, there’s some light strategy involved in literally plotting out the line of attack. Yes, in Warzone the player controls various tanks and missile-spitting death machines across a number of different levels rather than static towers. But in execution there’s nothing here that hasn’t been done better in other tower defence games.

It proudly proclaims that it is doing things differently rather than defend, with Warzone, it’s all about attacking. While everyone might be looking forward to a tower defence title that shakes up what now a basic and stagnating genre, Anomaly: Warzone Earth isn’t that game.
