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Anomaly: Warzone Earth Review: Reverse Tower Defense Done Right

Anomaly: Warzone Earth review — 11 bit studios' reverse tower defense sends a convoy into alien-occupied Baghdad and Tokyo. 8.5/10.

By mitch·7 min read
A convoy of armored vehicles moves through a war-torn battlefield, avoiding enemy traps and hazards.

Anomaly: Warzone Earth launched on April 8, 2011, for Windows and Mac OS X, after 11 bit studios announced it in late 2010. The studio developed and published it. Most tower defense games ask you to build the guns and wait. This one hands you a convoy and tells you to drive into them.

The game later reached PC, Mac, Linux, PlayStation 3, Xbox 360, iOS, Android and BlackBerry OS. The platform list is long, and it matters, because the game does not play the same everywhere.

It is set in the near future. Sections of an alien spacecraft have crash-landed in major cities, Baghdad and Tokyo among them. The wreckage sits inside anomalies that scramble radar and satellite imagery. The player commands an armor battalion, called the 14th Platoon in the story, sent to investigate and to neutralize whatever waits inside the field of influence.

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Trailer, via GOG.

Reverse Tower Defense, Straight Into Baghdad

The genre label the game earned is “reverse tower defense.” It has also been described as “tower attack” and “tower offense.” Players control a convoy of vehicles moving along city streets toward defensive towers that must be destroyed.

The convoy is the core of the design. Players do not steer individual vehicles. They set a path along the streets and the convoy follows it. That choice turns every intersection into a decision, and in our reading it is the smartest thing the game does.

The Commander is the other half. In the Windows, Mac, Linux and Xbox Live Arcade versions, players directly control a soldier on foot who picks up and drops power-ups for the convoy. Decoys and smoke screens are among the tools. The game’s own description calls the Commander’s special abilities and quick thinking vital to supporting the squad.

Two Ways To Play The Same Streets

The iOS and Android versions omit the Commander. Players place power-ups directly through the touch-based interface instead. Those versions also do not feature the levels set in Tokyo.

That is a real difference, not a footnote. It swaps a second controllable body for a cleaner, more abstract command layer. Whether that trade is worth it is a matter of taste, but it is a genuine change to how the game is played.

Both versions share the same tactical spine in our view. Players choose which units to deploy and which route to run. Resources gathered during a battle buy new units and upgrade the squad mid-fight. The game’s own warning is that what worked in the last mission may lead you to wrack and ruin in the next one.

The campaign is story-driven. Beyond it sit two Squad Assault Modes, which the game bills as fast-paced and heart-pounding. The mode count is modest, and in our view the replay value lives in routes and squad builds rather than a long list of extras.

A Schedule Of Platforms And What Each One Documents

Version Commander on foot Tokyo levels Notes
Windows, Mac, Linux Yes Yes Direct control of the Commander
Xbox Live Arcade Yes Yes Direct control of the Commander
iOS, Android No No Touch-based power-up placement
PlayStation 3 Not documented Not documented Control scheme not specified in the source
BlackBerry OS Not documented Not documented Control scheme and level list not specified in the source

The table is the honest way to read this release. The source documents the Commander-on-foot scheme and the Tokyo levels for Windows, Mac, Linux and Xbox Live Arcade. It does not document either for PlayStation 3 or BlackBerry OS, and we will not guess.

What The Towers Get Right

In our view, the game’s best idea is that it makes defense feel like aggression. The towers are the enemy’s architecture, and tearing them down is the point. That inversion gives every street a direction and every firefight a goal beyond survival.

The pathing system is where the tension lives. Because you cannot steer the convoy directly, you are solving two problems at once: where to go and what to bring. Buying units mid-battle forces a choice between depth and breadth under time pressure, and that is the pressure the game runs on.

The audiovisual package still reads well to us. The game ties its graphics and audio into a neat bundle, and the isometric bird’s-eye view keeps the battlefield legible while the convoy threads between turrets. Legibility is underrated in this genre. You can always see what is killing you.

Anomaly Warzone Earth is an extraordinary mixture of action and strategy in a reversed tower defense formula.

That line from the game’s own description is the pitch. The story is a frame for the missions, and in our reading it does not pretend to be anything else. The 14th Platoon investigates, the anomalies interfere with radar and satellite imagery, and the threats inside the field of influence get neutralized.

Where The Convoy Stumbles

The mobile versions are the weak link in our view. Losing the Commander removes the most distinctive thing the game does. Placing power-ups with a tap is functional. It is not the same as running a soldier through a firefight to drop a smoke screen where the convoy needs it.

Dropping Tokyo compounds it. Tokyo is one of the named cities in the premise. A mobile player gets Baghdad and a thinner campaign, and the source does not document a reason for the absence.

The mode count is also thin by our reckoning. A story campaign plus two Squad Assault Modes is a complete package, but not a generous one. Players who finish the campaign and want more may find the well runs dry faster than the platform list suggests.

The Difficulty Curve And The Second Run

The game’s own warning about what worked last time is, to us, the sharpest thing in its design vocabulary. It tells you the campaign is not a single solved route. It is a series of problems that punish habit.

That is why the two Squad Assault Modes matter more than their count suggests, in our view. They leave the tactical core and drop the story frame, which is where the game is strongest. We would not call them filler. We would call them the argument restated.

The replay value here is not collectibles or unlock trees. It is the route you did not take and the squad you did not build. That is a leaner kind of longevity, and it fits a leaner kind of game.

The Verdict On Anomaly: Warzone Earth

Anomaly: Warzone Earth is a real-time strategy game that, in our view, solved a problem most of its peers never noticed they had. Tower defense had become a genre about waiting. This one is about moving, and the move is the whole point.

The desktop and console versions are the ones we would play. They carry the Commander, they carry Tokyo, and they carry the full tactical idea. The mobile builds are worth the money only if the touch interface is the only way you will ever see the game. That is a real limitation, not a knock on the design.

What matters most here is the inversion. The invaders hold the cities. The towers are theirs. You are the one pushing through the streets, and every route you draw is a small argument that the map belongs to somebody else. That is a clean, durable idea, and 11 bit studios executes it with a control scheme that makes the tension physical rather than abstract.

The game is not flawless in our view. The mobile cuts are real losses, and the content runs out before the ambition does. But the core loop, plan a path, pick a squad, spend resources mid-fight, keep the convoy alive, holds up fifteen years later because it was built on a decision rather than a gimmick.

Strategy and action fans should not hesitate on the full version. The reversed formula is not a marketing line. It is the reason the game works, and in our view it remains one of the sharper genre experiments of its year.

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