Spotlight: Towers

Spotlight: Towers

It’s always fun to stumble upon a game that not only is exactly the kind of game you want to play, but also appeals to your aesthetic tastes, looks to have some fantastic gameplay loops and just generally is everything you look for in a title.

This was exactly what happened to me this morning when I discovered Towers.

 

Now, before getting to far along: a warning. Towers is very much a game prototype, and very early in development. Everything is subject to change, and there’s no release window yet. So, take all of what I’m going to gush about with a pretty big serving of salt.

Towers is being made by Dreamlit Entertainment, a group of 6 core developers that was the same core development team of HAWKEN, a game which I loved the crap out of. HAWKEN certainly had it’s issues with it’s long development time, massive game changing patches, and lack of support later in its timeline, but the core idea and vision of the game was fantastic. The mechs looked and felt fantastic, and I spent many evening with my squad reveling in the fast paced and detailed gameplay.

That same attention to detail and a cohesive aesthetic seems to be working on overdrive with Towers. The team has been working on this game for the past year or so, looking to “create a fantastical world full of mysteries and wonders for players to explore and build, together”.

While there a very few details on Towers, we can suss out a few things. First, the game’s listed inspirations include Shadows of the Colossus, Breath of the Wild, Ghibli films like Nausicaa and Princess Mononoke, Harvest Moon, and Don’t Starve Together. This combination of games and media bodes VERY well for the direction of Towers if you ask me.

It’s clearly a cooperative game, and emphasizes different forms of movement through the fantastic environments: we see players using gliders and riding a variety of different animals, as well as a few pack animals laden with supplies for foot journeys. There will also be plenty of gathering, be it food or supplies, and a significant element of structure building. Dreamlit have mentioned that the horizontal windmills in the trailer are used to gather Air Mana, which can/could be used to power a whole range of magical machine and materials, so there’s more than just sticks and stones to build with.

 

There’s also an emphasis on growing the environments around you.  The Dreamlit Entertainment Twitter has talked about Spore Forests able to be completely grown by players given time and care, alongside this environment’s no doubt fungal-creatures! Players can also grown underwater habitats, attracting different aquatic creatures based on the flora they foster.

This seems like a consistent theme of Towers: by nurturing and growing an environment, you’ll attract certain creatures, either for harvest or taming, which seems a great way of giving players the ability to shape their own experience and perhaps difficulty.

There’s an emphasis on dynamism that has also got my brain churning with ideas. Stampedes have been mentioned a few times, and look quite impressive in the footage shown. The idea of a stampede running through the little outpost my friends and I spent days constructing is both exhilarating and terrifying.

There’s also the matter of the strange, undead-ish creatures shown in the trailer. Shot in the dark, but I think we might be looking at some sort of invading, sinister force, perhaps some perversion of nature (though the eyeball-barnacles certainly have that covered too) that has to be managed.

I’m trying hard not to give in to hype this early, but lets just say I am extremely excited about the vision that Dreamlit Entertainment have started to show off, and think there is tremendous potential.

We’ll be sure to keep you in the loop on new information about Towers as it becomes available.

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Written by
Editor-in-Chief of IndieHangover.com. With a soft spot for epics, sagas and tales of all types, Jacob approaches games as ways to tell stories. He's particularly interested in indie games because of the freedom they have to tell different stories, often in more interesting and innovative ways than Triple A titles.