
And then there’s the middle-of-the-road Gorg… people, who are not particularly strong or weak against anything. The Brain Riders are strong against energy weapons but weak against physical damage. The Sunbots are weak to energy weapons but strong against physical damage. Unstoppable Gorg features three alien races. You want as much direct firepower as possible firing as continuously as possible because many of the alien ships are insanely hard to kill even for the weapons they’re supposed to be weak to. Others are the “support” satellites that would otherwise form the lynchpin of a successful defence – the slow turret, the tripwire turret, the turret that boosts all other turrets in range – and in no situation is it ever worth taking one of these over something with the capacity to shoot back at the aliens. Some of these are just plain useless, like the sweeper and the gas missile. For example, there’s about eighteen types of satellite in the game, roughly half of which never get used because there is so little margin for error you can’t afford to. This makes Unstoppable Gorg far more trial-and-error-y than other games of its type, and while the orbital rings and the ability to move them are what distinguishes Gorg from its competitors gameplay-wise I think they end up hurting the game more than they help it. Not only do you have to place your turrets in the right places to intercept an incoming wave, but you also have to place them in such a way that moving one of them won’t leave you open somewhere else It’s also this more than anything else that makes it resemble a puzzler, as other satellites you’ve put down on the same ring will also be moved, often screwing up your carefully-planned defences. Tracking an incoming wave with a powerful turret by manually moving it round the station is one of the hallmarks of the later missions. Since you’re building satellites instead of towers you can rotate individual orbital rings to change the positions of satellites at any time. On the whole this isn’t a particularly promising recipe for fun, but Gorg tries its best. I very much got the impression that there was only one “correct” solution to a level, and that if I deviated from this solution even slightly the game would punish me with failure. And the game doesn’t allow any room for error, either given the way resource gathering is set up you often only have enough money to build/upgrade a couple of types of tower when a certain wave turns up, and if you choose poorly you can kiss goodbye to your planet/spaceship/space station.
UNSTOPPABLE GORG LEVEL 7 CRACK
Instead of trying to find a rough combination of towers which works, you’re trying to find the single tower which will crack a mission wide open as well as figuring out when exactly to build it. This robs Gorg of what little free-form nature it might have carried over from its tower defence heritage. Consequently, missions where you’re able to build more than five or six offensive towers are incredibly rare.
UNSTOPPABLE GORG LEVEL 7 SERIES
All the game gives you are a few hotspots on a series of orbital rings surrounding whatever you’re trying to keep the aliens away from. Other tower defence games give you vast swathes of land upon which you can plan and build your defences. How did this happen? It’s down to Unstoppable Gorg’s main gameplay conceit, which is that it is set in space.

All tower defence games have some sort of puzzle element to them, but they’re distinguished from true puzzlers in that they usually give you the freedom to work towards your own solution, Gorg on the other hand can best be described as a puzzle game with some light tower defence elements. I put the puzzler part of the descriptor first because that’s what Unstoppable Gorg is, primarily. Unstoppable Gorg is a puzzler-cum-tower defence game with an awesomely cheesy retro 1950s sci-fi flavour. Right, now that’s out of my system we can get on with the review.
