Witch & Hero II (3DS) review
"Ding-Dong! The Witch Is OP"
Right off the bat, the most noteworthy alteration Witch & Hero II makes to its predecessor's tower defense structure is how it doesn't waste any time throwing stuff at you. With the first stage, enemies appear in bigger numbers, and you can already collect blood from downed foes, which can fill Little Witch's power meter, allowing for temporary magic attacks. By the time the third stage is reached, the screen is flooding with gangs of blue blobs, killer rabbits, and three giant bosses, in spite of Little Hero's efforts to cleanse the area. From there on out, the tide never dies out, continuing throughout the 30-stage journey to liberate the original Witch and Hero. In comparison, the first game's opening stage feels like a sluggish crawl, magic powers aren't introduced to the defenseless Witch until the fourth stage, and the pacing only truly gets aggressive a little afterwards.
Okay, that's it for the positives...
Sequels are an opportunity to fix what didn't gel with previous iterations, whilst improving and expanding on what actually worked, and in capable hands, can elevate them into memorable, lovable products. Witch & Hero II, on the other hand, is an unfortunate example that simply adding new mechanics isn't going to make the game better. The most significant detriment comes in the form of Little Witch's ability to walk around the screen with the A/B/X/Y buttons, in conjunction with Little Hero's analog/d-pad movement. This is unusual in itself, since Little Witch is the "tower" in a tower defense game, so the player is basically moving around a goalpost that occasionally shoots back.
Community review by pickhut (March 27, 2016)
Alternative tagline: Hit the Road, Jack.
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