Dungeon Defenders Awakened (Xbox One) review

Dungeon Defenders: Awakened offers a few quality-of-life improvements but follows the original game’s formula a bit too closely. Still, if you were a fan of the first action/tower defense title or just looking for some cooperative fun, there’s satisfaction once you look past the game’s substandard user interface.

Dungeon Defenders: Awakened
Platform:
Xbox One, also on PC
Developer: Chromatic Games
Publisher:
Chromatic Games
Release date: March 17th, 2021
Price: 
$29.99 via Microsoft Store

Across the last decade, the industry has witnessed two key developments. Unmistakably, computational power has grown, boosted by the advancement of CPU and GPU technologies. Gaming also has demonstrated a fondness for rekindling older properties through the release of sequels, remasters, and remakes. When these two tendencies dovetail, you find an abundance of yesteryear’s titles coated with a lavish layer of new paint. Games like the recent Xbox One release of Dungeon Defenders: Awakened might lack innovation, but they’re (re)built on tried-and-true foundations.

For many, Dungeon Defenders’ follow-ups failed to match the quality of the original 2011 game. 2014’s Dungeon Defenders Eternity aimed to rebalance its predecessor, but the lack of a single-player component and the presence of micro-transactions at launch alienated fans. A year later, Dungeon Defenders 2 pivoted to a free-to-play model, but behaviors like pushing daily quests and a deficiency of bug-quashing meant it never acquired a large and lasting audience. After raising more than $338,000 through crowdfunding, Dungeon Defenders: Awakened aimed to revisit the roots of the 2011 title. But for some, the latest entry might merely feel like a glossy retread.

Superior Visuals, Same Cast

First, the good news: the shift to Unreal Engine 4 provides a few visual advantages. Head back to the Deeper Well map and you’ll immediately appreciate the higher fidelity, and increased draw distances. Defender’s cartoonish aesthetic was always eye-pleasing, but now it’s been hoisted a notch or two, with elements like ceiling texturing and luminous lighting from crystals and other environmental features. Animations are improved too; the Monk now swings his staff more confidently and less robotically.

Awakened brings back the original quartet of fantasy-archetype characters, who retain their youthful look from the first game. There’s the stalwart Squire who favors melee weapons and defensive devices such as a column of whirling blade, or the Apprentice who specializes in pillars which eject brilliantly hued colored fireballs or arcs of lightning. The Monk manipulates auras, creating areas where opponents are slowed or allies can be healed, while the Huntress is a master of ranged combat and explosive traps.

Improved Agility and Adjustments to Turret Building

Largely, navigation has been improved with the incorporation of a double jump for each character. Dungeon Defenders blends action with traditional tower defense elements, so responsiveness is imperative for survival. But if you’re looking for a game that will harness the power of your now-generation hardware, you might want to look for a showcase elsewhere. While the title scales up to 4K, the game’s framerate is locked at 30FPS, even on an Xbox Series X. Ideally, Chromatic Games would have offered players the ability to prioritize performance over fidelity.

Another change is found when laying down defenses. Whereas the first Dungeon Defenders used a functional but inelegant radial menu, now controller users will use directional pad inputs to build, repair, and upgrade their turrets. However, it’s not a seamless system. Several times when I tried to repair my turrets, the game wouldn’t let me until I slightly repositioned. This is hardly the game’s only user interface issue. From selection highlights that are barely discernable to menus navigation that’s persistently unwieldy, Awakened is irksome when you’re not fighting waves of invaders. Small additions like a ‘repair all’ function for your turrets would be welcome, instead of having to recharge each ensnarement manually.

Whereas you were once forced to level up each character separately, Awakened employs a ‘Hero Deck’. If you enjoy grinding up each combatant individually, you can still pursue that endeavor. But others might want to create additional character cards, with each member earning experience uniformly. That way, you’ll unlock access to some of the game’s more useful traps without having to grind.

Adventurers with Larger Pockets

Small, helpful tweaks have been made to the foundations of the original Dungeon Defenders. No longer do characters have limited gem-carrying abilities, forcing players to shift between collection and construction. Enemy processions are clearly marked with highlighted trails. Currently, you can still get surprised by foes who successfully make their way to the crystal. There’s a text warning when you’re under siege and you can still open a practical map, but a smaller, simplified picture-in-picture tracker would help find those stragglers.

Yet, Awakened draws a bit too much from the inaugural game. While there are plans for new maps, the majority of what’s available is a recycled upscale from the first game. The same goes for most monsters and defenses, distributing a nagging sense of familiarity as you level up your characters. Sure, there are a few divergences to be found, with new bosses (who still lumber toward your Eternia Crystal, soaking up loads of damage). But for returning players, expect a strong sense of dungeon déjà vu.

Lifeless Loot System

Unfortunately, some of same faults are present too. Most notably, Awakened’s loot system contributes very little to the game. Currently, you’ll gain a wealth of weapons and armor from enemies as well as an end-of-wave reward. But very little makes any difference to play. I’m sure all those single-percentage point increases are boosting stats, but they seem imperceptible during play. As for weapons, upgrading existing ones provided to be much quicker than testing the DPS back at the game’s hub.

And that’s another core fundamental issue with the game. While the development team has concisely favored accessibility, stimulating risk/reward mechanics aren’t abundant in Dungeon Defenders. If you’re the kind of tower defense player who gets a thrill out of seemingly cheating the system, watching elemental damages stack up and decimate opponent health bars, the game can be a bit simplistic. I’d love to see tech trees or the kind of mutable tower types found in DG2: Defense Grid 2 contribute a bit of strategy. Mostly, Awakened is just about maxing your DPS (damage per second) output and getting things ready for that massive fifth and final wave.

Conclusion

Dungeon Defenders: Awakened is lot of fun and might just outshine its predecessor. A decade on, the blending of setting up traps and tackling opponents directly is immensely enjoyable, and mostly the game still scales sell between individual play and four-player cooperative matches. As far as tower defense titles with third-person action, Dungeon Defenders Awakened ranks highly, rivaled only by Robot Entertainment’s Orcs Must Die! 2. That said, expect the telltale signs of a rushed port, with satisfaction undermined by a constrained framerate and a muddled user interface.

Dungeon Defenders: Awakened was played on Xbox
Series X with code provided by the publisher 

Review Overview

Gameplay - 80%
Controls - 65%
Aesthetics - 75%
Content - 75%
Accessibility - 80%
Innovation - 80%

76%

GOOD

Repelling waves of invaders remains enjoyable in Dungeon Defenders: Awakened, despite signs that the Xbox One iteration was a rushed port.

User Rating: 4.46 ( 3 votes)

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

2 Comments

  1. Wasn’t a Switch version announced at one point? What’s the status of that?

  2. There’s no good reason a game like this shouldn’t be running at 60fps on XSX. Remember when they got a ton of preorders by talking up 8K/120fps?

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