Siege of Centauri is set in the Ashes of the Singularity universe, and therefore inherits several of that game's qualities - not least of which is a formidable engine, allowing for a startling number of enemies and bullets and explosions on the screen at once, while still remaining buttery smooth. It might be that I'm just a sucker for spectacle. Just to warn you now, I'm still not sure I know the answer to that question. ![]() ![]() ![]() So why, then, has Siege of Centauri just shot up to join these innovators at the top of my "best tower defence games ever" list? By comparison, Siege of Centauri is stubbornly, brutally unoriginal with its unwavering mantra of "place down towers, defeat waves, upgrade towers, defeat waves, congratulations, you've won, time to do it all again." And then I thought back to my favourite tower defence games of all time - Plants vs Zombies, They Are Billions, Protolife - and how each of them took the familiar formula in a very new direction. But as I plopped down tower after tower and eviscerated enemy after enemy, I found myself comparing the game to two dozen others that were almost identical in function. To say that Siege of Centauri is one of the most uninspired games I've ever played in my life sounds, well, a little harsh.
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