![]() For example, there is a jungle level where you will randomly have to stop a tiki-dude from throwing a damsel in distress into a volcano. And sometimes the additional action in the environment isn’t necessarily in the gamer’s favor. That type of environment option isn’t available on all levels, but it’s neat to see it appear randomly when the design calls for it. For example, in the pirate/sailor level that was previously mentioned, you have a parked ship nearby that you can pay coins to and have them fire cannons at the oncoming enemies. On the environment side, sometimes you will have special environments that cater directly to the gameplay. The paths aren’t stagnant, rather, they’re purposeful in their design to keep the game engaging. Sometimes the enemy paths will change and meet at a fork in the road where you’ll have a massive attack coming at you. Sometimes you will have enemies coming from the east, west, and north. The variety of paths and how the environments work are brilliantly designed. The enemies charge on paths and you have to build towers alongside those paths to protect your champion from being overrun (they are usually located at the end of the level). In other words, you won’t be bored with the attacks, as they will shift into new gears with every battle progression.Īnother element of gameplay is how the levels change shape and how environments function. While the structure of attack and building towers doesn’t change much, the variety of enemies and how they attack you is a cornucopia of creativity and variety. Once you progress past those enemies, the world shifts to a jungle and now you have to deal with giant apes, huge birds, and tiki-masked men with various abilities that prevent you from killing them easily. Once you progress towards the sea, the game throws sailors, ships, and sorcerers at you, each bringing a different style of attack with them. For example, the game staoff with simple soldiers invading your lands haveu having to dispose of them. For every part of the land you conquer, you’re put into a new battle with new enemies…mostly. One of those first elements is the variety of enemies. It’s a lovely repetitive process that changes with a few gameplay elements. The more enemies you take out, the more gold you obtain, and the more upgrades you can provide your existing towers to fight more enemies. Much like its January brethren, the goal of this game is to prevent enemy progression and build towers to wipe baddies out. The true joy of this experience comes with the tower defense gameplay structure. You need a reason to go after baddies, and protecting the lands is just that reason. Anyway, and I say this rarely, the story here truly doesn’t matter. You don’t read a story to justify this game’s existence, but it’s nice to know you might be on the right side of justice when it comes to laying down the law. The story, while mostly inconsequential to the gamer, is all about protecting lands and defeating creative and cantankerous creatures. ![]() And while I can’t say that it was incredibly new under the gameplay hood, the additional newbies to fight off the enemies made for a challenging, yet creative action-adventure to partake in. Such a mobile, casual gameplay structure.įast forward two months later, and the Xbox Series X has been graced with another version of KR with Kingdom Rush: Frontiers, which totes the same gameplay structure but introduces new enemies and characters to dispose of them. ![]() The game was easy to play, easy to enjoy, and easy to put down and come back to later. And while the concept has aged a bit, I found it to be quite addictive. While the game was originally built from a flash platform, and eventually made it to mobile starting with the iPad in 2011, that didn’t prevent a good translation of it from appearing on the Xbox Series X some 10-plus years later. ![]()
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