Orcs Must Die! Unchained for MacBook OS x
Orcs Must Die! Unchained is the third installment in the Orcs Must Die! franchise from Robot Entertainment, available for Microsoft Windows and PlayStation 4. Unchained was initially released as a beta version in 2014, and in its release form on April 18, 2017.
As with the previous titles, Unchained is a variation on tower defense games, where the player places traps within the game’s levels and engages in direct combat with a selected hero characters to ward off several waves of orcs and other monsters from reaching a magic core. While the game was available to purchase during its beta period, Unchained was released as a free-to-play title with a meta-game for players to earn in-game currency and upgrades through successful matches to improve traps and acquire other items and attributes to support their character, or which they can buy directly using real world money. The game includes co-operative matches for up to three players against AI opponents, and a competitive mode between two teams of three, competing on separate instances of the map but with the ability to affect the other team’s performance; the game previously featured a competitive, 5v5 player-versus-player mode named Siege that was dropped during the beta phase.
Unchained follows the general hybrid gameplay of tower defense and action games used in the series’ previous titles. Players use a combination of direct attacks and numerous traps to prevent hordes of monsters from reaching a core. In open beta, the game was divided between its cooperative Survival mode, and its competitive Siege mode. Since its December 2016 update, the Siege mode has been dropped from the game entirely. Upon its full release, Orcs Must Die! Unchained included a new head-to-head mode called Sabotage.
In the game’s Survival mode, players work cooperatively to fend off several waves of orcs and other monsters from reaching a magic core; those that do reach it reduce the core’s health by one point, and if the core loses all its points (typically starting with 25), the match is over as a loss to the players.
To stop the monsters, players use a variety of traps and other objects that they can place in the corridors leading from the entrance point to the core that damage the monsters, as well as traps that are pre-built in the level, such as a trap that when triggered releases a large boulder down stairs. Furthermore, players have various combat abilities that they can engage directly with the monsters which will depend on which hero they have selected: a basic attack and three special attacks or moves that consume mana and require a cool-down period before they can be reused. Players will take damage from monsters attacks, and should they deplete their health, the player’s character will momentarily be taken out of combat and respawn near the core.
Prior to the match, the player can construct a “deck” of traps and other placeable items, as well as Guardians, computer-controlled allies that can defend marked points on a map, single-use items that can restore health or mana or provide buffs for the player or team, and traits that provide attribute improvements in specific situations such as dealing more damage to monsters of specific types. Decks can only contain a limited number of these items. When starting a match, each player selects one of the game’s heroes, either from a rotating roster of free heroes available or from heroes that they have crafted or bought; each player must select a different hero. Then they can select one of their pre-made decks to compliment the abilities of that hero.
A match is broken up into various waves of monsters, with the goal to survive a fixed number of waves. As waves progress the difficulty increases, typically with more monsters spawning in, more powerful monsters among their number, or monsters spawning in from additional points on the level and forcing players to split up to handle the mobs. Furthermore, some waves will randomly generate a mini-boss monster or a computer-controlled hero that will attack the players. Most waves proceed automatically to the next wave after a few seconds following completion, but some waves will give the players a chance to set up traps, heal, and other activities and only progressing once all players are ready or after a fixed time period.