The tower defense genre has a multitude of games: some of these blend into the background because they aren’t remarkable enough to be worth a mention, while a select few stand out and grab your attention, holding it until you have completed the game and are in want of a sequel. Kingdom Rush Frontiers is a member of the latter category of games, though almost all tower defense fans you talk to will say that it is actually one of the best tower defense games in existence. These people would be correct, because Kingdom Rush Frontiers offers the player everything that a sequel should have: improved features, new inclusions, and a maintaining of the aspects of the original that made it so incredible in the first place. Defending your kingdom may be tough, but there isn’t one second of the process that isn’t thoroughly enjoyable here, and you aren’t likely to disagree if you know what you’re talking about.
Kingdom Rush bases is gameplay on the classic tower defense format in which you must build a variety of towers to attack enemies that make their way across the screen on a pre-set course towards gates that you must prevent them from crossing at all costs. You begin with a set number of lives (usually 20) which diminish every time an enemy makes it all the way through your defences; winning the level is a case of defeating all of the enemy waves without losing all of your lives.
Towers are purchased with money that you get from killing each enemy, and there are four main types: archer (ranged towers), barracks, magic, and artillery. Each base tower type is effective at performing a certain task, such as the barracks being perfect for blocking and stalling enemies so that artillery towers can bombard the gathering groups with wide-impact fire. Archers are good against magic-wielding enemies where magic towers are ineffective, and magic towers are conversely apt at penetrating the enemies’ armour. The combination of different tower types means that the layers of strategy don’t simply stop at positioning of your tower, but the choice of tower type in relation to the enemy you are facing as well.
Further strategic depth is seen in the upgrade system of the towers, an area in which Ironhide have always made their Kingdom Rush games excel considerably. Towers are upgraded to several levels, with the final level offering you a choice between two final forms of tower. The mage towers can either become Necromancer towers with resurrection capabilities, or an archmage tower that is able to shoot powerful magical blasts, for example.
The variety of enemy in the game is matched by the heroes that you are able to deploy in order to help with your defending efforts. Different heroes have different strengths and individual powers that make them particularly effective against different enemies, thus deepening the chasm of strategy involved in the game even more. It is because of strategic depth like this that tower defense games like Monster Bastion simply cannot measure up to it.
There isn’t anything that is unlikeable about Kingdom Rush Frontiers, just as there really wasn’t a noticeable flaw in its predecessor as well. Kingdom Rush Frontiers excels in the details, and even though it is similar to its predecessor, the new towers, brand new enemies, and fresh set of heroes cause you to fall in love with the game all over again. The visual art, graphics, and designs of the towers, enemies, and heroes are absolutely astounding, and the cartoon-like finish gives the game its unmistakable and irresistible charm. It is impossible to speak ill of K