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Defiance Review: TV Crossover Mostly Works Despite Rough Edges

A soldier caught between guns and television, in a war of man against alien foe — a tale of Defiance.

By mitch·3 min read
A soldier peers through ruin while a distant screen mirrors his peril.

Defiance puts players on Earth as the front line of a war between humans and alien forces, while viewers watch the same events play out on television. That split is the game’s big idea, and it mostly works, even if the execution stumbles in places.

Trailer, via IGDBcom.

How the TV Show and the Game Connect

The game follows a human soldier caught up in a war against aliens, and the show follows the same characters from a different angle. Players see the action from their own guns; viewers see the same scenes from a wider shot. The two sides share story beats and locations, which means players can feel like they’re part of the show’s world even when they’re not watching it.

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That connection is the whole point. It’s a clever way to tie two mediums together, and it mostly succeeds.

Shooting, Driving and Building

Defiance is built around shooting and driving, and both systems work well enough on their own. The shooting is standard for the time, with cover mechanics and aiming that reward patience. The driving is less polished, with controls that feel loose and a physics model that sometimes fights the player.

The game also lets players build vehicles and weapons, which adds some replay value. These systems are separate from the main story, but they give players a reason to return after the campaign ends.

The World and Its Weak Points

The game’s open world is large and detailed, with cities, deserts and alien ruins spread across it. Some areas are striking, with ruined buildings and strange alien structures giving the setting a distinct look. Other parts feel empty, with little to do between missions.

The story itself is uneven. Some missions are tight and focused, with clear goals and satisfying payoffs. Others drag, with wandering objectives and filler combat that feels like padding.

Here’s a rough breakdown of how the game’s pacing holds up across its sections:

Section Focus
Early Campaign Character setup, world introduction
Mid Campaign Combat variety, vehicle missions
Late Campaign Story climax, final mission
Post-Campaign Open-world exploration, crafting

Performance Across Platforms

Defiance ran well on PS3, PC and X360 at the time, though the console version showed its age in places. Load times were long, and some textures took a while to load on lower-end hardware. The PC version offered more visual polish, but even there the frame rate could drop during busy battles.

The game’s online mode let players team up with friends, which was a welcome addition to the single-player campaign. It didn’t change the core loop much, but it gave players a reason to keep playing once the story ended.

What Holds It Back

Defiance isn’t without flaws. The driving is awkward, the story dips in quality, and the world outside missions often feels hollow. None of these issues sink the game, but they keep it from being great.

The split-screen multiplayer, which lets players control the show’s characters directly, is a neat gimmick. It doesn’t add much depth, but it shows ambition.

Here are the game’s biggest strengths and weaknesses, weighed against each other:

  • Strong world design
  • Interesting character arcs
  • Vehicle and weapon building
  • Long load times
  • Uneven storytelling
  • Awkward driving controls

Final Score

Defiance is a solid shooter with a unique hook. The TV-show crossover is executed better than most attempts at cross-media marketing, and the open world offers plenty of things to do beyond the main story. But the technical rough edges and uneven pacing hold it back from greatness.

The game is worth playing for anyone curious about how games and television can work together. For everyone else, it’s a competent shooter with a gimmick that overshadows its flaws.

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