This week, we here at Blue Screen of Awesome decided to play and review Sanctum. Now, you might be tempted to point out that Sanctum has been available since April 15th this year, and that talking about it after all this time is probably not going to raise many an eyebrow. You’d be right, too, if it wasn’t for the fact that Sanctum has started an almost aggressive marketing campaign recently. It’s had full-page ads over at Rock Paper Shotgun for a few weeks, it’s had a free-to-play weekend on Steam just last weekend, and, most importantly, it was included in the Indie Royale bundle Jarenth talked about a little while back. With all this marketing effort, it was clear somebody wanted us to play Sanctum. And so, we obliged.
Jasper, Jarenth and PlayerIII decided to gear up and get tower-defending. And promptly lost. Afterwards, they decided to actually play the game the proper way. And lost again. In fact, most of the evening was spent losing, either to massive amounts of flyer waves that didn’t particularly seem to care about our missile towers, or to those unkillable back-of-head-weak-spot Hoverers. Still, since we’re professionals, we’re not going to let a little thing like losing every level, all the time, forever stand in our way of delivering a fair, objective review.
Jasper likes his TDs like he likes his coffee: with none of that running-around-shooting-things bullshit.
This is, like, the third TD Jarenth has reviewed in as many weeks. Will Sanctum be different enough to make an impact?
PlayerIII is not amused. Read why Sanctum is for the brainless.