As a big classic arcade fan I very much understand and appreciate the fun that can be found in a simplistic design that’s well-implemented. Reflecting on many great classics from the Golden Age the premise was often pretty basic, but smart developers were able to run with that and create compelling titles that demanded an endless number of quarters. I get that Nanowars is shooting for that sort of simple-but-addictive experience, and the one-stick controls where your goal is to protect your main ship by moving around your satellite craft and destroying incoming enemies with the thin line between them is smart enough… but aside from simply trying to be more effective with combos and strategy the core experience has a tough time sustaining interest. To its credit, there are unlockable power-ups and abilities that can entice you to do just another run or two to see how those may shake things up, but the idea just never took off enough to demand an ongoing spot in my gaming roster.
Justin Nation, Score: