Kingdom Rush: Frontiers is a highly polished, well-crafted, impressively challenging, and totally satisfying sequel. Seriously, I can’t recommend this game enough for fans of Kingdom Rush and of tower-defense in general. Throw in a few bosses, and KR:F makes it easy for you to wallow in defeat, which makes it all the more satisfying when it all works out and results in glorious victory. You also have to keep your eyes out for stage features, like cannonballs and man-eating plants that can kill your troops without warning. The menagerie of baddies is vast and intimidating, and with time they start coming in startling numbers and forging new paths through levels, swarming your towers and pushing your strategy to the breaking point (and beyond if you fail). Though the enemies that first appear are simple enough to defeat, they are soon joined by a more diverse and vicious crowd: armored scorpions, shamans capable of shielding nearby enemies, parasites that take over soldiers and transform them into monsters, giant axe-wielding executioners, and dino-warriors that can sneak past defenses. For instance, do you upgrade your Artillery tower into a shockwave machine for unparalleled area damage, or turn into a cannon-toting mech with limited maneuverability? These choices, coupled with the special abilities each advanced tower comes with, greatly affect the decisions you have to make in the midst of battles where a badly-positioned tower or wrong upgrade can spell tower-defense doom.Īnd TD doom is a much greater risk than ever before, for the enemies in Kingdom Rush: Frontiers (see, told you I’d get back to them) are a step up from the goons in KR 1, both in number and strategy. Each tower type comes with two new forms for you to choose from depending on your needs. It does this most prominently through the brand new upgraded forms you can buy for each tower. In execution, Frontiers doesn’t change up the formula to any great degree, but it does much to make said formula feel fresh and better than ever. The same set of basic, upgradeable towers (Archer, Barracks, Mage, and Artillery) is back, along with the ability to summon reinforcements, the timed fireball attack, and newer KR 1 features like heroes and items. At first glance, KR:F is pretty much identical to the original Kingdom Rush. I’ll talk about them in greater detail shortly, but first… The change in setting also means a large slew of original enemies (with only a few returning enemy types) keen on breaching your defenses. So imagine my pleasant surprise to find that a sequel had been released, and, I’ll tell you now, that sequel, Kingdom Rush: Frontiers, more than satisfies.Ĭontinuing off the winning formula that made its precursor so much fun last year, Frontiers, as the name implies, moves the tower-defense action from the forests and mountains of KR 1 to deserts, tropical islands and jungles. Tower-defense games take up a noticeable chunk of that list, and among those, Ironhide Games' Kingdom Rush was my favorite (despite the fact that I scored it the same as another TD title, Fieldrunners 2, if you pardon the digression). Fun fact: I’ve reviewed 72 games in the near-two years I’ve written for GameDynamo, as of this review.
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