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Review: Dillon's Rolling Western

Tony Ponce, Associate Editor
2:00 PM on 04.26.2012
Review: Dillon's Rolling Western photo


Dillon's Rolling Western was first unveiled during E3 2011 and has since served as the unofficial face of the Nintendo eShop. While 3DS owners wondered whether Nintendo's latest digital store would be bogged down by the same low-rent software that pervaded DSiWare, Dillon was shaping up to be the kind of beefy experience that would make players want to connect their handhelds online.

So why is this review two months late? Because Dillon's Rolling Western is such a slog that I had difficulty motivating myself to keep playing. Seriously, it feels like driving 1000 miles down a single stretch of highway, a monotonous endeavor punctuated by the risk of fiery death should you lose your focus on the road for even one second.

It's really a shame, since Dillon is every bit as content-rich as we had hoped it would be.

Dillon's Rolling Western (Nintendo eShop)
Developer: Vanpool
Publisher: Nintendo
Released: February 22, 2012
MSRP: $9.99

Dillon's Rolling Western is an anthropomorphized homage to classic spaghetti westerns -- kinda like Rango, except more colorful. Dillon is a freelance armadillo ranger who protects small villages from invading Grocks, rock creatures that steal the towns' livestock. Each invasion lasts for three days, after which the Grocks' dens recede into the ground and Dillon moves on to his next job.

The campaign is actually a twist on the tower defense genre, the hook being your ability to physically engage the enemy in combat. Using your funds, you can build lookout towers and equip them with a variety of armaments, from short-range shotguns to long-range cannons. Most of the time, however, you will face the Grocks mano a mano, using your rolling attack to grind them into gravel.

Dillon employs the joystick-touchscreen control combo most recently seen in Kid Icarus: Uprising, with the Circle Pad commanding general movement, the touchscreen controlling the speed and direction of your rolls, and the L and D-pad buttons for various other actions. This scheme also invites the same issues present in Uprising, namely the lack of comfort in trying to cradle the 3DS in your left hand while manipulating the stylus with your right (no lefty option, either). I've been able to find a position that more or less suits me, but if you are one of those folks who cramp easily, this is gonna be a rough ride.

Still, it's a novel way to play. Spinning around the plains, searching for ore to mine and towers to repair, is quite nifty in the same way that trackballs on old arcade cabinets were. It's a greater sense of control that makes you feel more active than if you were you merely mashing buttons to curl up into a ball.

Each day is split into two phases: preparation and raid. During preparation, you have until the evening to mine ore, equip towers, search for secret treasure, and construct defense gates around the village's multiple entrances. You also have to be on the lookout for Scruffles, these meat bun-looking plants, that can be fed to the town's population of Scrogs, the pig-like critters that serve as the region's chief source of commerce. Feeding Scrogs these Scruffles will increase their numbers, giving you some more breathing room for the next phase.

Once the sky turns red, the Grocks will pop out of their dens and march towards the village along pre-set paths. Every day for three days, the number of invading Grocks will increase, and as you move from village to village, more powerful Grocks will appear. Should you lose all your Scrogs, you will fail your mission, so you must keep the pressure on, also making sure to repair any towers that the Grocks try to destroy. Once a day's raid is complete, the town pays you for your performance, then you can enter the tavern to save your game, restore health, purchase more powerful gear like claws and boots, or take on side quests from various citizens.

All in all, Dillon is quite the meaty adventure with a playtime of 10+ hours. And it's precisely because it's so lengthy that it feels like a thankless chore.

If you've ever played tower defense before, you'll recall that you typically manage a small map, handling your offensive and defensive stations on the fly. Each wave of enemies lasts but a few minutes, gradually extending over the course of the campaign, yet the time seems to move much more quickly since you are constantly plotting your next move.

In Dillon, on the other hand, because you assume the role of a character on the map itself, the stages feel far more expansive than any map in your typical tower defense title. You can't just point to a tower to add a gun; you have to physically run (or roll, in this case) across the terrain. Since the path is often not a straight line, you have to navigate around rivers, pools of lava, or rocky outcraps peppered across the land.

During the preparation phase, you are meant to get acquainted with the lay of the land in addition to all your other duties. The game grants just enough time until the raid to ideally do everything that must be done; on the flip side, it's just short enough that you feel constantly pressured. Should you not be completely familiar with the environment, you may not be able to feed the Scrogs or earn enough cash to fix towers before evening.

You can still upgrade towers during the raid, but your focus will be more on warding off the Grocks. You start each level with a limited amount of funds anyway, so chances are you'll only be able to equip one or two towers per day. Instead, you'll be running around, fighting monsters, and praying that you can end a particular battle before a different Grock reaches the front gate. Normally, I would appreciate such a high level of tension, but in Dillon, a raid can last upwards of 10 or 15 minutes, though it feels much, much longer than that.

If you perform poorly during a raid, you might attribute your failure to lack of proper preparation. Since you are only allowed to save the game at the end of the day, retrying a section means starting all the way back at the preparation phase, meaning you just wasted 20 or so minutes. Full completion of a level can take between 40 to 60 minutes of running around the same map, engaging in the same types of enemies that run in the same patterns, three times in a row. By the time I cleared the third village, I felt completely drained and ready to quit, yet I wasn't even halfway through the game.

The best part? Unlocking the next village requires a set number or stars -- you earn up to five stars by completing a level as quickly as possible and fulfilling all the villagers' quests. The first time through a town, it's almost impossible to earn more than three stars, but you can return to past levels and not have to worry about fund restrictions anymore. In later levels, you may start sliding down in rank to two stars. If that happens, you may not be able to progress further unless you return to a previous village and run through the whole three-day cycle again, only slightly faster given your additional cash and abilities. But should you finish with no higher rank to show for your trouble, it's back to square one.

It's appropriate that Dillon possesses a grind attack that wears down his opponents, because this whole game is a damn grind. The biggest problem is that this "padding" is a byproduct of the genre. By placing you on the map itself instead of in the clouds as an omnipresent supervisor, the game compounds the genre demands of strategy, patience, and endurance to exhausting degrees. Who has the kind of fortitude?

Dillon's Rolling Western demonstrated a lot of promise out the gate, adding a literal "spin" to the tower defense genre, but the journey is just too long and tedious. It's the videogame equivalent of a triathlon, only with the added bonus of having to redo any one leg of the event or the entire event itself should your performance ever fall slightly below satisfactory.



THE VERDICT


04 /10
Below Average: Has some high points, but they soon give way to glaring faults. Not the worst games, but are difficult to recommend. Check out more reviews or the Destructoid score guide.





Legacy Comments (will be imported soon)


This game had so much potential but the levels are ridiculously long and tough. I've not read the review yet as i'm a lazy tool but the score I agree with.

Still, nice to see a new IP innit?
Glad I didn't waste the $10 on it. I was really looking forward to this one, but $10 is a lot for an eshop game.
I think tower defense games are terrible in general. They're addictive, yes, but I wouldn't call them good. When the game requires long stretches of waiting in order to play it, it usually isn't very thrilling.
Wow, this really contrasts with the more glowing reviews I've read. I still haven't gotten around to buying it yet (my e-shop backlog has gotten absurd), and this has given me a lot to think about :-/

I'm sure some of my fellow D-toilers have gotten this already, what do y'all think?
I wouldn't rate it that low, but I wouldn't rate it highly either.

The game is pretty great on paper (especially for sub $10, given ALL the content), but it drags at times, and combat is a chore.

If you can put up with some shoddy mechanics, and are hurting for games (which you really shouldn't be, if you own more than just a 3DS), the sheer amount of content is pretty insane for the price.
I don't see how this game earned this score. Aside from repetition, it actually fairs pretty well versus other downloadable portable games. I personally thought it was a lot of fun. Anyway, many other reviews have stated otherwise. At least check the game out before you judge it based on this review.
A shame, really. It had potential. Maybe in the hands of a more competent developer it could have been better.
The load times are the biggest problem for me. I personally like how the towers are few and spaced apart. Makes them feel a lot more important.
"The campaign is actually a twist on the tower defense genre, the hook being your ability to physically engage the enemy in combat."

So it sounds like Lock's Quest, except that game was actually pretty good.
I'm so glad I picked up Ketzal's Corridors and Freakyforms instead of this.
@Darren
Sanctum, too! Luckily those games don't make upkeep feel like a chore -- all of the building is fairly simple, and it's all business basically.

Dillon's "pre-battle" phase feels like it takes eons -- quite literally, you are often doing actual chores during that time, haha.
@Chris Carter

By eons, do you mean five minutes? Those pre-battle portions are really not that long to scour the entire map for mining and tower building, neither of which are all that bad because you only have time for those tasks during those intervals.
Thanks! I'll avoid this one then.
Fuck you *spiderman face*
Meh, I like it…

Would rather Holmes had reviewed it but w/e…
@RockWallofMight359

Five minutes can feel like five hours if you aren't doing anything compelling.
COMPELLING!!!!
@darren: Locks Quest was and still is so gooood.

@Article: Harsh. I played it for a few hours and had quite a bit of fun. It's been forgotten since Devil Survivor 2 hit though. All my 3ds games have.
Even though I buy most eShop games, I knew this one wasn't for me.
I was going to buy this but Ill check other reviews before making my mind
Eshop....?

The hell is that?
I thought it was quite brilliant.
@Tony Ponce

I reckon we simply responded to the pre-battle segments differently. I felt there wasn't enough time to get everything done and ready for the actual tower defense portion of the gameplay. Rarely did I ever feel 100% prepared for when night fell.
The reviewer is way off. I've been having a blast playing it, and it is well suited for the 3DS. I hope they release new levels our a sequel soon. For costing under $15, DRW gets at least a 9 in my book.
@saeglopur

Awesome avatar!
Tony's main argument is that the game is "a damn grind" and yet he says earlier:

"Each wave of enemies lasts but a few minutes, gradually extending over the course of the campaign, yet the time seems to move much more quickly since you are constantly plotting your next move."


Oh, but he also says:

"Normally, I would appreciate such a high level of tension, but in Dillon, a raid can last upwards of 10 or 15 minutes, though it feels much, much longer than that."

So which is it? Aside from Tony contradicting his main argument, I'm also bothered that this game seems to have been rated poorly just because of the difficulty. Gamers always want to blame Nintendo for rehashing casual baby crap, but when a new IP with some substance comes out, it gets a 4/10 for being too hard.
@Mikeyeah: Reviews are opinions. People love to forget that. I'm sorry to jump on ya, but it bugs me when I see people say that the reviewer was wrong or off or didn't get it...etc.
@PhilK3nS3bb3n

Reviews are opinions, but there are times when reviewers take the time to try to back up those opinions with facts about the game. For example, if a reviewer says the game felt too short, but it's a 50 hour game, then you cans ay the "reviewer is off."

This is a non-specific example. Not necessarily relevant to this review in particular.
Weird... I enjoyed this game quite a bit. It wasn't the best thing ever, but I thought it was alright.
@Rock: Good point. I did not think of such cases.
I actually liked this game, it just falls so short of what it could have been. The problem isn't a lack of content or it being too expensive, the problem is that it constantly breaks its flow with slow transitions to battle scenes. Also, if you lose a mission you'll have lost the last 30 minutes of your life. Nintendo REALLY needs to take this game and update it or make a sequel. It has so much charm and so much potential that they really can't let die.

Also: I vote for Dillon as a character in Smash Bros 3!
I agree with a lot of what the reviewer said (admittedly I haven't felt eager to even finish the game and I'm only on the 5th level). I think limiting the money you start with on a level (even though your overall bank account is much higher) is just annoying and makes it feel desperate from the beginning of each level.

I don't think the review mentioned graphics however and this is one place where I think the game shines. The art direction is great and so is the color palette. Best of all, it has some of the best 3D graphics that I've seen (Cave Story and Tales of Abyss didn't do much as far as 3d graphics.

I think it's definitely worth trying out for only $10. I could easily imagine another scenario where this same exact title is sold at retail for $30-40. So as many other people have mentioned, $10 is a good deal.
I still really want to play this game! Other reviews have been much higher, so I still have hope that I'd enjoy it.
@RockWallofMight359

Dude, we AGREE on that. This is what I said: "The game grants just enough time until the raid to ideally do everything that must be done; on the flip side, it's just short enough that you feel constantly pressured. Should you not be completely familiar with the environment, you may not be able to feed the Scrogs or earn enough cash to fix towers before evening."

@RJ Yancey

I was talking about your typical tower defense game in that first paragraph, then I moved on to how Dillon differed. Sorry if I wasn't clear on the distinction.

But I didn't rate this game low for being hard. I rated this game low for being boring.
@EggmaniMN

Oh no! I must conform to the majority before it's too late!
My review: It's not so great.





You are now a liar Eggman.
Well that's disappointing. Probably will still get this at some point, but I'll move it farther down the must play list, and lower my expectations.
I actually really like it. It's just what I want from an eShop game. I don't want to sit and play it compulsively, but I will come back and play an in-game day every week or so, and the game will last me FOREVERish. And that's just fine, because it'll sit in my menu and wait for me.

I don't think having the idea that it's tower defence is necessarily fair to it either. It's more of a hoard game, in the same way that Dungeon Defenders is. I mean, you set up what you need to, and then you're way too busy doing the fighting to bother attending to broken towers and the like. You go and save them from whatever's attacking them, but you don't do the tower defencey things.

As for having nothing to do, the end of the day always comes before I've finished collecting all the poffins and ores and quest items that I want. I'm more frustrated by the lack of time I have!

I think I'd agree with Mr Ponce's score if it was a retail game, but it's the sort of thing you're meant to keep coming back to every now and then, which is easy when it's sitting right there at all times.
I really liked this game. There's a lot of content to this game, and since you're a character on the worldmap it makes a lot of tention since you can't be everywhere. the game also has a very good "pick up and play" feeling since a day lasts around 30 mins.
The game constantly introduce new stuff, such as items and enemies, each level.
I like the controls aswell. Since you use the stylus to roll it gives movement more of a flow. I don't understand why people complain about holding the 3DS with only one hand when it is possible to support it with the right hand palm.
I only have 2 problems with the game. 1: drawdistance seems a little short. 2: Battle get's repetative after a while since your means of attack is limited to max 3 moves.
Regardless, i really liked this game and it stands as my favorite eShop game. 9/10
Game with anthropomorthic animal lead gets 4.0. Who do you think you are, Alistair Pinsof?
I have really enjoyed what I have played of this game. It seems your issues with the game are more due to your dislike of the genre. Not being a huge fan of the genre myself I was surprised at the enjoyment I have had with this game, I particularly enjoyed the challenge it offers.
This is perhaps my favorite 3DS game of 2012 so far. I honestly don't feel like reading this review, but here's one person that loves it.
Geez, I'm sorry to hear that, but glad I'm not wasting my money. The look and style of the game and it's main character would fit perfectly with a traditional 3D action adventure game rather than a grindy tower defense game.

PLEASE try again, Nintendo. Drop the real-time tower defense gimmick and just adopt this as your new 3D action adventure game please please please PLEASE!




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