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  <body>&lt;p&gt;&lt;a href=&quot;http://s3.amazonaws.com/gamervision_production/1241803217pfrYAfUXlH.jpg&quot;&gt;&lt;img src=&quot;http://s3.amazonaws.com/gamervision_production/1241803217pfrYAfUXlH.jpg&quot; height=&quot;348&quot; alt=&quot;&quot; width=&quot;620&quot; /&gt;&lt;br /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Blah blah blah, there aren&amp;#39;t &lt;a href=&quot;/game/ninjatown/&quot;&gt;enough&lt;/a&gt; &lt;a href=&quot;/game/defense_grid_the_awakening/&quot;&gt;tower&lt;/a&gt; &lt;a href=&quot;/game/savage_moon/&quot;&gt;defense&lt;/a&gt; &lt;a href=&quot;/game/pixeljunk_monsters/&quot;&gt;games&lt;/a&gt;, blah blah blah, the genre started as a series of &lt;a href=&quot;/game/demigod&quot;&gt;custom maps&lt;/a&gt; in popular RTS games like &lt;em&gt;Warcraft&lt;/em&gt; and &lt;em&gt;Starcraft&lt;/em&gt;, blah blah blah, &lt;a href=&quot;/game/final_fantasy_tactics_a2_grimoire_of_the_rift&quot;&gt;&lt;em&gt;Final Fantasy Tactics Advanced 2&lt;/em&gt;&lt;/a&gt; was awesome. In leiu of repeating the same thing in every review, read all of those if you&amp;#39;re really that interested in learning about the birth of tower defense games. I&amp;#39;ll give you a moment... Good, now that we&amp;#39;re up to speed, on to &lt;em&gt;Crystal Defenders&lt;/em&gt; for the Xbox Live Arcade.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;Crystal Defenders&lt;/em&gt; is actually one of the first games Square-Enix brought to the iPhone. It&amp;#39;s a basic tower defense, meaning players build towers to defend a path from waves of enemies, with a few decidedly &lt;em&gt;Final Fantasy&lt;/em&gt; quirks. Firstly, the towers are replaced with sprites from &lt;em&gt;Tactics Advanced 2&lt;/em&gt;. Secondly, they actually attack instead of always firing ammunition, meaning the game was a bit more like &lt;em&gt;Ninjatown&lt;/em&gt;. And thirdly, players are defending a treasure trove of crystals (it is, after all, &lt;em&gt;Final Fantasy&lt;/em&gt;). On the iPhone, &lt;em&gt;Crystal Defenders &lt;/em&gt;is a completely adequate game, and does a good job of bringing the tower defense genre to the portable scene. It doesn&amp;#39;t really raise a candle to Southpeak&amp;#39;s &lt;em&gt;Ninjatown&lt;/em&gt;, but it&amp;#39;s likely one of the best games on the iPhone.&lt;br /&gt;&lt;!--pagebreak--&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://s3.amazonaws.com/gamervision_production/1241803235GCVfdqPluM.jpg&quot;&gt;&lt;img src=&quot;http://s3.amazonaws.com/gamervision_production/1241803235GCVfdqPluM.jpg&quot; height=&quot;347&quot; alt=&quot;&quot; width=&quot;620&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Now the problem: this same game didn&amp;#39;t enjoy the smoothest transition from phone to console. It&amp;#39;s essentially unchanged, and the scars it received during the transition are deep and bloody. Visually it&amp;#39;s disappointing, but the graphical and sound inadequacies are nothing when compared to how the actual package is put together. The iPhone version came in three parts: W1, W2, and W3. Each is increasingly complex and difficult, offering a larger challenge and more building opportunities. In order to not make it look like they were simply incrementally upgraded versions of each other, they each sport custom features. W2, for example, puts an emphasis on crystals that enhance any towers built nearby, while W3 introduces a much higher difficulty and additional units.&lt;/p&gt;
&lt;p&gt;In the context of releasing three different games, it makes complete sense to have them sporting unique features. Each comes with a few maps, a few new units, a few new mechanics, and reason to purchase the next pack. The Xbox Live Arcade port, however, takes the absolutely laziest approach, and simply has the three game modes available on the main screen. It doesn&amp;#39;t seem like it should be too much to ask for Square-Enix to combinde these modes into a fluid experience like gamers can enjoy in any of the other tower defense games on the market, especially when they seem to have cut corners in other areas as well.&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://s3.amazonaws.com/gamervision_production/1241803191UGrlid0ScR.jpg&quot;&gt;&lt;img src=&quot;http://s3.amazonaws.com/gamervision_production/1241803191UGrlid0ScR.jpg&quot; height=&quot;348&quot; alt=&quot;&quot; width=&quot;620&quot; /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;As said before, the visuals are, well, disappointing. It really does look like it&amp;#39;s taken straight from the iPhone version and cleaned up slightly for the high-definition Xbox 360. Sound effects, also, are lacking, and there&amp;#39;s a lack of polish over the entire presentation, something that usually isn&amp;#39;t an issue with Square-Enix games. Since it&amp;#39;s locked to a 2D grid, placing towers is oftentimes difficult, and it would have been to the game&amp;#39;s benefit to allow for some more camera navigation. Instead, everything is locked down, and it makes for a somewhat unenjoyable experience on some of the game&amp;#39;s harder maps. Luckily, the option to freeze time to place towers, upgrade, or use Espers (powerful, map-wide attacks that cost crystals to activate) is available, but it&amp;#39;s little more than a bandage over a larger issue. &lt;br /&gt;&lt;br /&gt;&lt;em&gt;Crystal Defenders&lt;/em&gt; isn&amp;#39;t for everyone. In fact, it&amp;#39;s not for most people, the only reason it&amp;#39;s really even worth mentioning is because it&amp;#39;s the only tower defense game (XNA excluded) on the system, which does earn it some consideration. Despite the many faults there&amp;#39;s a bit of enjoyment to be had, and some might find themselves mildly addicted to the gameplay. However, odds are if you have access to any other console, there are plenty of better tower defense games to enjoy. &lt;br /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/contributed/1239819862Bhc2x2btRr.jpg&quot; height=&quot;125&quot; alt=&quot;&quot; width=&quot;245&quot; /&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.gamerankings.com/&quot;&gt;&lt;img src=&quot;/contributed/12049090913D6uenyIJz.jpg&quot; height=&quot;42&quot; alt=&quot;&quot; width=&quot;111&quot; /&gt;&lt;/a&gt;&lt;a href=&quot;http://www.metacritic.com/games&quot;&gt;&lt;img src=&quot;/contributed/1204909164Gepk74pXtB.jpg&quot; height=&quot;51&quot; alt=&quot;&quot; width=&quot;154&quot; /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</body>
  <category>review</category>
  <comment-counter type="integer">2</comment-counter>
  <created-at type="datetime">2009-05-08T14:05:37-04:00</created-at>
  <deleted-at type="datetime" nil="true"></deleted-at>
  <excerpt>&lt;p&gt;&lt;a href=&quot;http://s3.amazonaws.com/gamervision_production/1241803217pfrYAfUXlH.jpg&quot;&gt;&lt;img src=&quot;http://s3.amazonaws.com/gamervision_production/1241803217pfrYAfUXlH.jpg&quot; height=&quot;348&quot; alt=&quot;&quot; width=&quot;620&quot; /&gt;&lt;br /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Blah blah blah, there aren't &lt;a href=&quot;/game/ninjatown/&quot;&gt;enough&lt;/a&gt; &lt;a href=&quot;/game/defense_grid_the_awakening/&quot;&gt;tower&lt;/a&gt; &lt;a href=&quot;/game/savage_moon/&quot;&gt;defense&lt;/a&gt; &lt;a href=&quot;/game/pixeljunk_monsters/&quot;&gt;games&lt;/a&gt;, blah blah blah, the genre started as a series of &lt;a href=&quot;/game/demigod&quot;&gt;custom maps&lt;/a&gt; in popular RTS games like &lt;em&gt;Warcraft&lt;/em&gt; and &lt;em&gt;Starcraft&lt;/em&gt;, blah blah blah, &lt;a href=&quot;/game/final_fantasy_tactics_a2_grimoire_of_the_rift&quot;&gt;&lt;em&gt;Final Fantasy Tactics Advanced 2&lt;/em&gt;&lt;/a&gt; was awesome. In leiu of repeating the same thing in every review, read all of those if you're really that interested in learning about the birth of tower defense games. I'll give you a moment... Good, now that we're up to speed, on to &lt;em&gt;Crystal Defenders&lt;/em&gt; for the Xbox Live Arcade.&lt;br /&gt;
&lt;br /&gt;
&lt;em&gt;Crystal Defenders&lt;/em&gt; is actually one of the first games Square-Enix brought to the iPhone. It's a basic tower defense, meaning players build towers to defend a path from waves of enemies, with a few decidedly &lt;em&gt;Final Fantasy&lt;/em&gt; quirks. Firstly, the towers are replaced with sprites from &lt;em&gt;Tactics Advanced 2&lt;/em&gt;. Secondly, they actually attack instead of always firing ammunition, meaning the game was a bit more like &lt;em&gt;Ninjatown&lt;/em&gt;. And thirdly, players are defending a treasure trove of crystals (it is, after all, &lt;em&gt;Final Fantasy&lt;/em&gt;). On the iPhone, &lt;em&gt;Crystal Defenders&lt;/em&gt; is a completely adequate game, and does a good job of bringing the tower defense genre to the portable scene. It doesn't really raise a candle to Southpeak's &lt;em&gt;Ninjatown&lt;/em&gt;, but it's likely one of the best games on the iPhone.&lt;br /&gt;&lt;/p&gt;

</excerpt>
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  <id type="integer">8564</id>
  <last-comment type="datetime">2009-05-13T10:52:24-04:00</last-comment>
  <platform-id type="integer">13</platform-id>
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  <published-at type="datetime">2009-05-08T14:05:37-04:00</published-at>
  <release-id type="integer">11819</release-id>
  <review-rating type="float">5.75</review-rating>
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  <slug>crystal_defenders_xbla</slug>
  <state>published</state>
  <teaser>Potential Stunted by Laziness</teaser>
  <title>Crystal Defenders - Xbox 360</title>
  <updated-at type="datetime">2009-05-13T10:52:24-04:00</updated-at>
  <user-id type="integer">328</user-id>
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