Defender stood as a game that set some milestones back in The Day. It really brought in the idea of a game 'world' through the radar you used to identify the enemy threat. At a time when draw-in and 3D was just a pipe dream, the
Defender team managed to create a sense that you and your ship really were navigating left and right in a sky filled with threats you could see coming and then attack. Moving around was part of the fun, since the control scheme was totally different than most '1-Button + Joystick cabinets' in the old arcade. So, with an update promised, I expected something really cool, a variation on the old
Defender model with upgraded graphics and some cool play modes. As mentioned, the modes seem to just layer on more and more pretty stuff, but not add anything of substance to the Classic
Defender. Even in XGP, you're still just flying left and right, shooting aliens and launching the occasional bomb. In Classic it's fun, and XG serves as the obvious, 'gee-whiz, look, we added color!' mode. But, once you get to XGP that schtick has gotten old and you're looking for something else. It just isn't there. With 6 stages, you can be sure you'll knock this one down pretty quick. 2-Player Co-Op XGP comes close to saving the day, since it definitely rocks being able to play with a friend, but the logistics of this (2 carts, 2 systems and a link cable) may mean it lies out of reach for all but the most committed. In fact, the 2-Player Co-Op ends up being the freshest thing about
Defender in this version, which shouldn't be the case. Level after level is identical, and again this was good enough for retro, but doesn't pass muster as an improvement. Some kind of extra challenge would have been nice, and the attempt to supply a script or infer a story and then pass out the exact same action in another color wrapper is disingenuous.