Thursday, June 13, 2013

Kingdom Rush and Kingdom Rush Frontiers. Both similar and different, still a great game.

Because of the recent release of Frontiers, I had revisited the prequel and currently playing through the sequel, and have noticed a number of similarities between the two. Then again they are, as I had said in the previous sentence, the two halves of the kingdom rush series. So there is bound to be similarities, which makes this entire blog a bit redundant... Oh well, doing it anyways.

In the sequel, you play as the same faceless hero, commanding the kings forces against a powerful evil that threatens the land (with a magic hammer).

Demanding invaders:
 Much like the first game, you face enemies with special attributes that require a different approch. But, unlike the first game, it's not just isolated to the use of magic or arrows, no. This time they take things a whole step further, making enemies that require specific settings just to be attacked! For example, the damn "Sand Terrors," they burrow underground, safe from attack, and only come up if you've got a barracks type tower out. They're the only reason why You can't win the "Dunes of Despair" level with just archer towers. I've tried. They're also these underground lizards that, sort of remind me of the Locusts from Gears of War, that require the use of the new Axethrower tower's totem-magic to stop them from turning invisible, teleporting, and summoning more "friends" to the party. They gets really annoying. Oh wait, just mentioned the other feature I meant to cover in the next paragraph. Oops.

Magic Aspect!: (Who do you voodoo b***h!?)
Like I said, totem magic. This time around the enemy troops are starting to use their own twisted brand of magic: magic shields, teleporting, invisibility, reviving the dead, all that complicated-magical rhino dung that make the waves of enemies unbearably difficult. The only way to counter this is using your own tribal-Jamaican (seriously, judging from the audio, the axe throwers are Jamaican) voodoo totems to negate the magic. The problem with that is, though, is the fact that the game has the bad habit to raise the totems in the least populated parts of the roads, meaning you gotta just spam the crabs out of the axe throwers.

Tips for the New Towers:
Savor this paragraph, cause this is the only one that I'll be giving actual tips for the game, cause, the game already gives tips in game, so I'd just be restating what they said if I did give more tips. Well, before you had a Mage tower made specifically to weaken the enemy so surrounding towers could wale down onto them. Yeah well now they changed that tower to one that raises the dead and spreads the plague (fun), and have the weakening spells to the axe throwers, and made it an area of effect. So keep that in mind when you decide where to place the totem raisers, try going for an area surrounded by other stronger towers.

They've also added Necromancer towers to the game, too. These guys, you really want to place in highly exposed areas with the most humanoid enemies, cause these guys take those corpses and bring them back as those annoying skeleton warriors from the first game, and make them work for you. This means you could have an entire mob of bones to stall enemies, you can save money and tower space placing a bunch of these guys rather than barracks.

I'll get back to you about the rest of the other towers later, because frankly, I'm still playing through the second game and still trying to figure out the combos myself.

But besides the newer towers and enemy aspects, the rest of the game has remained the same as the first; same tower upgrades, same rule on how you're suppose to upgrade the crabs out of the reinforcement and meteor magic, same ridiculous pop culture references. No seriously, pop culture references. They've got Indiana jones and tusken raiders in the background.

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