Compara los precios de Aegis of Earth: Protonovus Assault en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por ACQUIRE Corp.. Publicado por Aksys Games. Lanzado el 18/7/2016. Disponible en PC. Géneros: Strategy.

Rotating cities, missile launchers, kaiju waves, and a JRPG soap opera you'll be skipping in five minutes. Worth a look if your tower-defense backlog has a gap at the bottom.

My first thought when I saw the core hook here was genuine interest: you defend not a grid of towers but a single circular city made of independently rotating rings, and you spin those rings mid-battle to bring cannons, missile launchers, gatling turrets, and laser arrays to bear on whatever is closing in from that direction. As a strategic puzzle, the rotation mechanic has real promise. The problem is the game figures out its own answer in about two hours and never asks a harder question again. The loop splits cleanly into two phases. Between battles you manage the city: place residential blocks to grow your tax base, keep generators running so weapons stay online, research upgrades, assign crew members to posts, and accept side tasks for bonus rewards. It is light city management, not deep sim, but the interconnected systems are pleasant to poke at early on. Then the assault phase kicks in and you spin rings to angle weapons at incoming Protonovus creatures while watching the health bars drain. Cannons are reliable all-rounders, missiles hit harder with worse accuracy, gatling turrets spray suppressive fire, and lasers track enemies automatically within range. Merging weapon slots can create upgraded combined emplacements. On paper, that gives you meaningful build decisions. In practice, stacking merged missile launchers in a rough 360-degree spread breaks most encounters before they develop any tension. Critics noted you can practically step away from the controller during a mid-game assault and come back to a city still standing. That is not a difficulty-curve design, that is an absence of one. The PC port arrived after the console versions and brought some of its own friction. Controller implementation was handled sloppily, the rotation controls can be fiddly when you need to switch between rings quickly without accidentally cycling to the wrong layer, and the visual fidelity was already being compared to a prior hardware generation on release. None of this is a dealbreaker if you are going in with low expectations, but it does mean the PC version is not a cleaned-up upgrade over the PlayStation release. Cloud saves and controller support are present, which helps. Where the game genuinely loses people is the anime visual-novel wrapper around every mission. The cast is a collection of loud archetypes, the dialogue goes long, and the voice-acting is used sparingly enough that you will read far more than you hear. Skipping through cutscenes becomes habitual. Underneath all that noise, there is a crew progression layer where team members earn experience and you praise standout performers after each battle to raise their morale and stats, which is a low-friction RPG touch that fits the bite-sized session structure better than the padding around it. Who should actually consider this? If you have exhausted Dungeon Defenders, Defense Grid, and Fieldrunners and want something with a mechanical wrinkle you have not seen, the rotating-ring system is genuinely distinct. It suits short sessions, and some players report settling into a low-stakes rhythm that works precisely because it does not demand much. If you want a challenge that scales, a deep weapon tree that rewards optimization across a campaign, or production values that hold up to modern comparisons, this will not satisfy. The upgrade research is shallower than it looks, the enemy variety runs thin by mid-campaign, and the story will not fill that gap. Call it a curio from 2016 that had one good idea and spent its budget on anime voice clips instead of building the strategy layer those rings deserved. Diego, Scout Team

Aegis of Earth: Protonovus Assault

Aegis of Earth: Protonovus Assault

18 jul 2016ACQUIRE Corp.Aksys Games
GamerScout opina

Rotating cities, missile launchers, kaiju waves, and a JRPG soap opera you'll be skipping in five minutes. Worth a look if your tower-defense backlog has a gap at the bottom.

PC
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Mínimo histórico: €2.58

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My first thought when I saw the core hook here was genuine interest: you defend not a grid of towers but a single circular city made of independently rotating rings, and you spin those rings mid-battle to bring cannons, missile launchers, gatling turrets, and laser arrays to bear on whatever is closing in from that direction. As a strategic puzzle, the rotation mechanic has real promise. The problem is the game figures out its own answer in about two hours and never asks a harder question again. The loop splits cleanly into two phases. Between battles you manage the city: place residential blocks to grow your tax base, keep generators running so weapons stay online, research upgrades, assign crew members to posts, and accept side tasks for bonus rewards. It is light city management, not deep sim, but the interconnected systems are pleasant to poke at early on. Then the assault phase kicks in and you spin rings to angle weapons at incoming Protonovus creatures while watching the health bars drain. Cannons are reliable all-rounders, missiles hit harder with worse accuracy, gatling turrets spray suppressive fire, and lasers track enemies automatically within range. Merging weapon slots can create upgraded combined emplacements. On paper, that gives you meaningful build decisions. In practice, stacking merged missile launchers in a rough 360-degree spread breaks most encounters before they develop any tension. Critics noted you can practically step away from the controller during a mid-game assault and come back to a city still standing. That is not a difficulty-curve design, that is an absence of one. The PC port arrived after the console versions and brought some of its own friction. Controller implementation was handled sloppily, the rotation controls can be fiddly when you need to switch between rings quickly without accidentally cycling to the wrong layer, and the visual fidelity was already being compared to a prior hardware generation on release. None of this is a dealbreaker if you are going in with low expectations, but it does mean the PC version is not a cleaned-up upgrade over the PlayStation release. Cloud saves and controller support are present, which helps. Where the game genuinely loses people is the anime visual-novel wrapper around every mission. The cast is a collection of loud archetypes, the dialogue goes long, and the voice-acting is used sparingly enough that you will read far more than you hear. Skipping through cutscenes becomes habitual. Underneath all that noise, there is a crew progression layer where team members earn experience and you praise standout performers after each battle to raise their morale and stats, which is a low-friction RPG touch that fits the bite-sized session structure better than the padding around it. Who should actually consider this? If you have exhausted Dungeon Defenders, Defense Grid, and Fieldrunners and want something with a mechanical wrinkle you have not seen, the rotating-ring system is genuinely distinct. It suits short sessions, and some players report settling into a low-stakes rhythm that works precisely because it does not demand much. If you want a challenge that scales, a deep weapon tree that rewards optimization across a campaign, or production values that hold up to modern comparisons, this will not satisfy. The upgrade research is shallower than it looks, the enemy variety runs thin by mid-campaign, and the story will not fill that gap. Call it a curio from 2016 that had one good idea and spent its budget on anime voice clips instead of building the strategy layer those rings deserved.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Tower DefenseRotational MechanicAnime JRPGCity ManagementKaijuWeapon MergingCrew ProgressionLow-Difficulty

Requisitos del sistema

Mínimos

OS
Windows 7 / 8 / 8.1
Memory
1 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
7 GB available space
Graphics
nVidia GeForce 7900 GT or better / AMD Radeon X1900 / nVidia GeForce GT 620 (Windows 8.1)
Processor
Intel Core2 Duo
Sound Card
Direct Sound

Recomendados

OS
Windows 7 / 8 / 8.1
Memory
2 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
7 GB available space
Graphics
nVidia GeForce 8800 GT or better / AMD Radeon HD3700 / nVidia GeForce GT 650 (Windows 8.1)
Processor
Intel Core i5 / i7
Sound Card
Direct Sound

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Información del juego

Desarrolladora
ACQUIRE Corp.
Distribuidora
Aksys Games
Fecha de lanzamiento
18 jul 2016

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¿En qué plataformas está disponible Aegis of Earth: Protonovus Assault?

Aegis of Earth: Protonovus Assault está disponible en PC.

¿Cuándo se lanzó Aegis of Earth: Protonovus Assault?

Aegis of Earth: Protonovus Assault se lanzó el 18 de julio de 2016.

¿Quién desarrolló Aegis of Earth: Protonovus Assault?

Aegis of Earth: Protonovus Assault fue desarrollado por ACQUIRE Corp. y publicado por Aksys Games.