App Critic Weekly

Vol. 1Week 41

Criticism for the apps on your phone and the worlds in your headset.

The Virtual Stage · Feature

Eight Realms, Eight Sets: Reading Sozo's Worlds as Backdrops

From Verdant Hollow to Neon Overdrive: which of Sozo's eight worlds has a signature of its own, and which is merely pretty wallpaper?

By The Editors · · 5 min read

A small stage model with a stylised tree and a crystal on a cream background

A good set is not a background. It is an argument. Anyone who has seen a play in a set by Es Devlin or in the bare rooms of Peter Brook knows that scenery plays along: it directs paths, conceals, reveals, applies pressure. The inferior sort of set is merely beautiful. You admire it as the curtain rises and forget it five minutes later.

Sozo – Tower Defense has eight realms, and according to the studio each is a set of its own with its own music loop, its own particles, its own path colour, its own rift colour and its own obstacle models. Each realm also has a trait carried by certain enemies. Our question is simple: which of these sets plays along, and which merely hangs on the wall?

A note on the stage

In mixed-reality mode the actual stage is always the same: the player’s living room. The realm shows itself in path, rifts, obstacles and enemies, not in the walls. Only in the optional VR mode does the game build a complete world for each realm, a floating island with landscape. The realms are therefore two things: a costume for your own room and a complete set for those who shut their room out. We judge both here on the basis of what the studio describes.

Verdant Hollow: the opening in the forest

‘The forest stirs’, runs the subtitle. Green and amber, goblin scouts, boar riders, spore bats, wasp swarms, and as boss the Elder Treant. The trait: enemies regenerate two per cent of their health per second if they have taken no damage for two seconds, but not while they are burning.

That is a set with a signature, because the trait tells a story: the forest heals itself, and only fire breaks that. In VR mode you see a mossy clearing above a sea of mist. For an opening image that is classic, almost A Midsummer Night’s Dream, and exactly right.

Ember Wastes and Frostbite Reach: the ground plays along

Here the set becomes a fellow player. In the Ember Wastes enemies leave lava pools when they die. Towers standing in them fire more slowly and take heat damage. Suddenly the place where an enemy falls is a tactical question: you want them to die away from your towers. In Frostbite Reach a frost burst on death slows nearby towers to half fire rate for two seconds. The answer is range.

A realm convinces when its trait changes the ground on which you play.

That is what we mean by signature. The set is not merely red or ice-blue; it changes where you stand and how you build. Basalt over a lava sea and cracked ice beneath an aurora in VR mode are then merely the icing on the cake.

Sunken Depths: deep sea with a field hospital

Teal and violet, ‘Pressure from below’, crab knights and eel lurkers, with the kraken as boss. The trait: certain enemies heal their neighbours within half a metre every second and a half. That is dramatically interesting, because it gives the enemy wave an internal order. There are now figures you must take out first. The set demands concentration rather than mass, and it rewards the player who points the priority marker at the healers.

Clockwork Citadel: the problem of wallpaper

Brass and copper, ‘Gears never sleep’, tin soldiers, steam tanks, gear drones and a zeppelin as a swarm. The image is appealing; steampunk is a rewarding genre for set designers. But the trait is only: plus three armour.

That is entirely legitimate mechanically, because armour forces big hits, cannon, prism and lightning. But it is invisible. It changes no ground, no time, no rhythm. It is a number calculating in the background. Here we see the set at its most wallpaper-like: beautiful, coherent, but not playing along. In VR mode there is a brass deck and a factory silhouette with lit windows, which sounds like Fritz Lang’s Metropolis. One wishes the gears would turn somewhere in the game too.

Necropolis and Void Nebula: time as set

The two late realms work not with space but with time. In the Necropolis enemies rise once more, a second and a half after death, with thirty per cent health. In the Void Nebula they are invulnerable for one second every five seconds. Both are traits you see and feel, because they change the rhythm of the battle. ‘The dead remember’ and ‘Between the stars’ are good subtitles, and gravestones in green mist or a shard of glass in open space are images you remember.

Neon Overdrive: the finale in a different costume

The last realm breaks with everything that came before: pink and cyan, synthwave grid, a striped sun, with the Overlord Mainframe as boss. The trait, an electromagnetic pulse on death that briefly disables the nearest tower, fits the image. Whether the break in style holds after seven fantasy realms is worth a discussion of its own. As a set, it is in any case the boldest decision in the game.

What the order tells us

Read the eight realms one after another and a dramaturgy emerges that goes beyond the individual images. Later realms are faster, according to the studio up to 1.35 times base speed, and pay more gold. The traits move from space (healing, lava, frost) to time (resurrection, phases) and finally to technology (EMP). That is a fine curve: from fairy-tale forest to machine.

Our verdict is therefore a nuanced one. Sozo’s realms are more than colour palettes, because almost every one brings a rule you can see. The exception is the Clockwork Citadel, whose trait does not live up to the splendour of its image. A set designer would say: seven out of eight sets play along. That is a ratio many a West End house would envy.