What do a spaghetti monster in the sky, a piece of sheep, Julius Caesar and the tower keeper have in common? In general, absolutely nothing, but these elements and many others make Rock of Agesa completely crazy boulder roll/tower defense game! Now the trilogy, Rock 3:. Turn on the Nintendo switch on and off. Does the third title stray off the road to success or does it collapse before the finish?
Many years ago I felt like I was sitting there, bored with the games I had and wanted something new, but relaxed. I came across a recently released game called Rock of Ages, and when I bought it, I found it had slipped and exploded for hours. The title combines the Tower Defense version and the Marble Madness competition version in its essence, and this third part does not deviate from this formula.
Age 3 rocks: Make & Break has two different modes, and yes, you may have guessed it – Make Mode, and Break Mode! Make Mode is a whole new level of creation, so you can punish the community with your intense levels, which we will get more of after a while. Let’s start with the pause mode, which includes both a solo campaign and community level.
The story differs from the first game because of the same humorous misconduct/satire language. For the uninitiated, you will be exposed to memorable flash animations with periodic works of art from historical periods. The Mongol Empire, Greece, etc. are represented in humorous sculptures, which contain rocks and somehow hinder enemy power. The art here is beautifully done, and with the style of animation they have chosen (in many ways similar to the early South Park style), the whole game has a humorous aesthetic that I have always fully appreciated and enjoyed.
The gambling process is generally divided into two segments: Roles and tower defense. When you start the main action level, you are confronted with another ruler of the ancient world. Like the madness of marble, the plains are built on long, winding and dangerous strips. Each race already has a ton of scattered obstacles, but you’ll have to defend the tower first. You see, the main objective when you see the scene where you roll the rock through the course and smash against the gates of the enemy castle, finally break and crush said enemy ruler. Wouldn’t it be great if wars like this were fought?
Now that this has been said, the same opponent will try to do the same to you! And so… the defense of the Tower must be built. After all, the game offers a variety of different defensive options as you progress in the campaign, but there are still some fun things you can take advantage of at an early stage. The tower walls, mammoth elephants, angry bulls and many others are serious obstacles. In later steps, before the beginning of each of these levels, you can choose the type of protection you want for a particular level (up to a maximum of course) so that you can implement fascinating strategies. I found the mediation very simple and easy. You may have to jog a bit to get to the castle or the AI may take over. Each level of the story is therefore unique and fun. Remember that if a defense object is destroyed, a new object cannot be placed in exactly the same place on the remaining level, which completes the strategy needed to build the defense.
The protection of your time is cautiously limited by the fact that your shoulders will chisel your stone to prepare your first throw. When everything is ready, just press the Y button and you’re in rock-roll mode! Rocks are characterized by inertia and physics, so you need to gently turn the rocks on their orbit to dodge them, crush them and bypass all dangers and protections created by your resistance. It’s hard. Not only do you not have to fly off the edge every step of the way, but you also have to be able to handle everything that throws itself at you, pushes itself into you, runs towards you and much more. It’s probably the most intense rock you’ve ever experienced, and I don’t remember the original game being so complex.
The story takes place according to a fairly standardized arithmetic system. In some levels you can get up to three stars for great performance, in others up to two, and some only have one to finish the race. There are also modes with subgroups that I mentioned earlier, it’s a kind of mini-game that always uses all the game mechanisms. For example, there is the Skee-Ball game where at the end of the level there are different holes with different numbers of points, so you can try to roll your ball. It’s a neck and neck mode on the same course against the AI, and even with the simplest settings, I found that I was constantly removed from the level and lost again and again. Maybe it would be more fun to play with friends.
When I talked about the difficulty of this game, I started at Normal for History and soon found out that I had trouble getting even one or even two of the three stars and that I had to repeat the levels to get even one star in the other. I’ve decided to take Easy off the list, but I haven’t noticed any real changes. The story offers tons of content that’s fantastic, but even before reaching 20 stars (there are unlockings at 90, for example), I struggled with something fierce to control myself, and I discovered that I was more excited than not.
However, each level throws you a lot, there are static obstacles, the ground itself often curls up and forces you to jump, etc.. When you are on the run, where defensive objects are located, they can be downright cheeky, all this in combination with attempts to navigate on a rock based on physics/employability. A few times I almost gave up the game. For example, there was a time when I was standing on the launch pad a little too quickly and went up in the air as if my AI opponent had just accidentally and perfectly jumped into the center hole, not just a ton in front of me, but I had to start the whole level all over again. Yeah, no, thanks. It is a difficult game, and it can be very interesting for some players, but do not expect a random walk through history.
The pause mode is linked to the levels created by the gaming community. To access it, you’ll need the online Nintendo Switch, and with a few filter options, you can quickly dive into custom levels. They follow the same pattern as Story mode, and it’s a welcome and entertaining way to break with what you may have already experienced. There weren’t many levels during this exam when I tried this mode, but I can certainly see it developing over time.
So we switch to creation mode, the level creator for Rock or Ages 3:. Do and undo. At the entrance you will be greeted by Napoleon, who will inform you about the basics of creating a new map. Making cards isn’t too difficult, which I appreciate. However, I soon realised that it was quite a struggle to fight while playing in a laptop with the system. The placement of the devices, even at full magnification, was close to the sub-pixel in some cases, and creating layers was just more fun for the TV view. Once you have created a map, you can test it and make it available to the community according to the standard, and users can keep their thumbs up if they wish. Again, probably because of the beginning of this game in the review, the highest Community rating for me is only 8 fingers high. I look forward to further expansion.
It should be noted that even in portable mode, the game has often suffered from images falling on maps with denser object areas. Still with the game trilogy, I noticed that the user interface navigation is more awkward than I expected with the game trilogy. I even had problems if the user interface didn’t respond or if I lost focus on a certain button from time to time.
Age 3 rocks: Make & Break looks like a possible iterative movement in a series the fans love. Personally, I haven’t played the second part, so I can’t talk about the extent of the leap forward or backward in this third part, in terms of player requests, new content, and so on. I’m not sure how much I’ve been able to do. But I can admit that in many ways it only vaguely resembles the original I played. The level of difficulty here seems to be a bit lower than we’d like, because so many things are conspiring against you, but it’s still a fantastic pleasure to ride in front of a huge boulder and squeeze some great historical characters.
Age 3 rocks: Perform or terminate audit
- Graphs – 7/10
- Sound – 6/10
- Course of the game – 6.5/10
- Late appeal – 6/10
Final remarks : EXPLANATION
The stone of 3. For centuries: Make & Break brings creation to the level of mode as a central element. For me, the storyline was still the heart of the game, but it is an extremely difficult boundary with a combination of too many obstacles, precise AI opponents that are just too good, and grueling courses. The classic plots and graphic animation styles were still there, but playing with the Nintendo Shuffle Switch also brought some of the system’s modes into the game. For fans of the series, there’s still a lot of fun to be had, but I thought the original game ended up giving me more fun.
Alex has been actively involved in games since the release of Nintendo. After turning his hobby into a profession, he spent just over ten years developing games and is now creative director of the studio.
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