Switch] "BARRICADEZ ReVisited" Review: Build a stronghold in a world of collapsing civilization to meet enemy forces! A craft x tower defense game!

Dear readers of Akiba Research Institute, how are you doing? This is Nero Hyakkabe, a writer who buys too many games. I'd like to ask you if you like craft games. Games with craft elements, such as the famous "Minecraft," in which you collect materials to make tools and building materials, are one of the most popular genres these days.

So this time, we would like to introduce an unusual title with craft elements, "Barricadez ReVisited," which is now available on Nintendo Switch.

A unique playing experience! Gameplay of "BARRICADEZ ReVisited" that is too unique!


This title "BARRICADEZ ReVisited" was released on September 30, 2021. It is currently available on Steam as well as Nintendo Switch, but we will be reviewing it on the Switch version.



The story takes place on a planet where civilization has collapsed and creepy creatures wander about. The planet is inhabited by a huge number of enemies called "Aggressors," which are after the sleeping cradle of a baby.


The main character in this mysterious world is a humanoid robot called a "Care Robot. The Care Robot has just awakened from a century-long sleep, knows nothing, and has no one to explain anything to. Moreover, the care robot's control program is seriously malfunctioning, so it must collect memory traces, called engrams, to upgrade itself.


The science fiction worldview of "a robot protects the cradle of a sleeping baby on a planet where civilization has collapsed" is unique and captivating.



The genre of this title is "craft x tower defense game. It is a unique game that combines the "tower defense" real-time strategy genre, in which you place defense units to fight against enemies, with the "craft" element of collecting resources to make things.


When you start the game, you will first play the practice mode to learn how to play. So, following the structure of the practice mode, let us first introduce you to the tower defense elements of this game.



This title is a side-view style game in which characters and walls are viewed from the side. The player's objective is to protect the "cradle" placed in the center of the stage from the attacking aggressors.


However, the player, a carebot, cannot directly attack the enemy. The player's action is simply to "build defensive facilities. The basic goal of the player in this game is to build various defense facilities to prevent the enemy from reaching the cradle.



The concept of in-game time exists in this work. Enemies do not appear during daylight hours, but at night, so players must prepare their defenses during the daytime.


This part of building defensive facilities in preparation for the coming enemy attack is the quintessential "tower defense" playing experience.


During the daytime, you can freely stop the in-game time and switch to the "building mode," so you can take your time and make preparations without being frightened of enemy attacks, but I am a worrier, so I tend to keep making preparations with the time stopped endlessly.


One of the charms of the tower defense genre is that different players have different play styles depending on their personalities.



The most orthodox equipment used to protect the cradle from enemies is the "sandbag block.


In this game, these sandbags are stacked vertically to build a wall to stall enemies and buy time for them to reach the cradle.


You may be thinking, "Isn't it meaningless to just buy time because they will eventually reach the cradle? ...... You may be thinking, "What's the point of just stalling for time if they will eventually get to you? In other words, if you can endure until 6:00 a.m. in-game time, the day is clear. This survival-oriented play style, in which players must somehow survive enemy attacks, is one of the major characteristics of this game.



A further feature of this game is the abundance of equipment and traps for defending the cradle from enemies.


As mentioned earlier, the player cannot directly attack the enemy in this game, so in order to stop the enemy invasion, the player must damage the enemy with various traps in addition to stopping the enemy with obstacles such as the "sandbag blocks" mentioned earlier.


Direct-attack traps such as "Arrows," which shoot arrows forward, "Catapults," which shoot projectiles in a diagonal upward parabolic pattern, and "Spears," which pierce the enemy with spears that shoot out to the left and right, are all important in terms of placement. Even if you go to the trouble of placing them, they are meaningless if they do not hit the enemy. In particular, arrows shot from "arrows" can reach far but disappear if they hit an obstacle along the way, so it is important to plan the construction for placement.



Spikes," a spiked trap that looks painful, and "Fire Walks," a path of red-hot flames, are types of traps that damage enemies who pass over them. The "Fire Walk," in particular, is an especially reassuring trap that can inflict debuffs such as slowdown and combustion on enemies, which can be expected to weaken the momentum of enemy forces and delay their invasion. However, these traps are useless if the enemy does not step on them. It is necessary to create a terrain by combining them with other objects, such as walls and floors, to guide the enemy's movement and make him step on them.



The "spring wall," which repels approaching enemies, and the "spring floor," which repels enemies on top of it diagonally upward, do not directly damage the enemy, but depending on how they are used, these traps can greatly set back the enemy invasion.


The "Pitfall," a pitfall-type trap that can cause enemies on top to fall, the "Meteor Lighter," which is placed on the ceiling and drops bullets directly below, and the "Pendulum," a blade suspended from the ceiling that damages enemies passing below, are powerful traps, but their placement is quite key.


Whether or not the traps can be utilized successfully is truly a test of a player's construction technique. It is a refreshing feeling when a trap you set works as expected and wipes out a large number of enemies.


I felt that one of the most enjoyable aspects of this game is that you can enjoy the fun of building your own strongest fortress.



Another feature of this work is the variety of enemies, which is as abundant as the number of traps.


The most orthodox enemy, the humanoid zombie "runner," has the characteristic of climbing two block steps and destroying walls with three or more steps.

The "Hound," a mutant that is a mixture of lizard and dog, is an enemy that moves by sticking to walls and ceilings. Special countermeasures are required, such as placing walls and blocks in intricate arrangements and making them go as far as possible.


Other troublesome enemies with different characteristics include the "Butcher," a giant zombie with high physical strength and attack power, and the "Slime," which nullifies arrows fired from the Arrow.


The interesting aspect of this title as a strategy is that you must always be thinking of the best strategy for each type of enemy.



Traps and obstacles to prevent the onslaught of enemies are not placed on the stage from the beginning. Players must create them themselves, and they must obtain the materials to do so. This is where the "crafting" element of the game comes in.


When players descend to the bottom of the cradle placed in the center of the stage, they will find a vast underground area. Players collect various materials such as soil, stone, and wood in this underground space, and use them to craft facilities and traps. Exploring the large underground space may seem daunting, but since the player, a care robot, can fly, movement is quite easy and crisp. In addition, by installing an item called a "drilling robot," automatic mining can be left to the robot, which makes it easier to collect materials.


In addition, there are precious resources that can only be collected in deep strata, and there are "treasure chests" in underground ruins, so collecting materials underground is not a drudgery, but an adventure.


This cycle of "explore, collect, craft" is something that those who like it may find themselves completely addicted to.

This is the charm of "BARRICADEZ Revisited!

The main attraction of this work that I would like to recommend is the "fun of combining traps".

For example, you can use pitfalls to drop enemies, and then place spikes at the drop-off point to damage them when they step on them, or you can use spring walls to repel enemies with spring floors and then repel them again with spring walls. By combining traps properly, a "chain of traps" can be created. The fun of being able to construct a variety of strategies depending on the player's imagination is the real appeal of this title, which combines architectural elements and tower defense.

Another appealing aspect of the tower defense portion of the game is the "nighttime tension" that the author describes.

As mentioned above, this title has the concept of in-game time, in which enemies do not appear during the daytime but do appear at night. Furthermore, while it is possible to save the game at any time during the day, saving becomes impossible at night. This means that if you fail to defend yourself, you cannot start over from night.

This difference between "safe daytime" and "dangerous nighttime" creates a thrill in the game, and is what makes this game uniquely interesting.

The abundance of modes to choose from is another attraction of this title.

Starting with "Story" mode, the basic mode of this title, in which the player aims to protect the cradle from the aggressor and greet the morning of the 56th day, there is also "Challenge" mode, in which the player must complete each stage in an environment with special enemies and functions, and "Red Night" mode, in which the player can play only the "Red Night" that comes every seven days in Story mode. The "Red Moon Rush" is a high difficulty challenge that requires players to play only the "Red Moon Night" that comes every seven days in the story mode.

The game has a lot to offer, so there is a lot to learn, and it takes some time to get used to the game.

Barricadez Revisited," which offers crafting, building, and tower defense, is a good title that you should be careful not to get too hooked on!

So, I introduced "BARRICADEZ ReVisited" to you.

BARRICADEZ ReVisited" is a game that combines the best of many popular game elements such as "crafting," "building," and "tower defense," creating a unique and enjoyable experience.
The terrain above and materials below ground are randomly generated, making it possible to play the game differently each time you play, which is a major attraction of this title and makes it a long-lasting game.
If the words "crafting," "building," and "tower defense" strike your fancy, this is a title that we highly recommend you try.

  • Title Information
  • BARRICADEZ ReVisited" (Fly Penguin inc.)
  • Genre: Strategy
  • Release date: September 30, 2021
  • Price: 1,480 yen (as of October 20, 2021)
  • Copyright: (C) 2021 Fly Penguin inc. All Rights Reserved.
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Author: Nero Hyakkabe
Freelance writer who buys too many games. Currently have more than 300 games in my stack. Also a novelist. His works include "Yubisaki Kaidan: 140 Scary Stories" (PHP Kenkyujo) and "Goa-ken: Unrated Edition" (Kodansha).
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