![]() Hurl a dagger in front of you, potentially inflicting a status ailment related to your weapon's element. Attacking in this state dispels the invisibility but guarantees a crit hit. Turn invisible, temporarily increasing your movement speed. Temporarily turn your dodge into an attack, which temporarily deal more damage to any enemies hit. Instantly close the distance to attack an enemy and land a crit hit. Temporarily summon two swords centered on yourself that damage enemies as they spin around you. Unleash a series of quick strikes in front of you. Your attacks temporarily deal more damage to any enemies hit. Rush the enemy, temporarily increasing your evasion depending on the number of hits landed. Temporarily increase attack power and regain HP depending on damage dealt.Īll their stats increase when changing to the Adventurer after Level 15, but the shift to the Drifter after finishing the main story sees a decrease in HP, crit, and evasion in exchange for better power, defense, and magic resistance. If hit, you'll automatically counterattack. Put up your shield and reduce damage received. Temporarily increases resistance to all status ailments. It will track them and reappear at your side after two hits. ![]() Frontiers remains close to form to its predecessor, but recognizing where to make improvements on an already strong formula is an art form all its own.A spin attack that knocks away enemies around you.īash enemies with your shield to scatter and stun them.ĭodge enemy attacks with a big forward jump. Turn up the difficulty, and Ironhide has tuned a remarkably balanced game that juggles punishment and reward in equal measure. Kingdom Rush: Frontiers is highly approachable, but don’t let its humorous comic veneer fool you. The hero roster is varied, but it’s too bad that all of the best choices (including your own personal dragon) require an additional purchase. It now pays to invest time with a given hero and improve their stats, and when you’re done, to pick another and level up again. Where heroes previously leveled on their own in each stage, Frontiers introduces a deeper and more customizable level up process that occurs between stages. Combined with smart level pathing, each stage demands new patterns for how you choose to hold the line against a host of canny enemies – including everything from invisible lizard men to burrowing sand sharks. We also get some clever homages to other games, like the barracks that can house either assassins or templars. The dwarven artillery mech is another worthwhile addition, marching around to fling explosives where you need them most. The new necromancer tower animates nearby enemy corpses, making it a great choice for a choke point. The four basic tower types are the same as last time, but each powers up into a brand new series of top-tier structures, all of which add fun new strategic options. Many levels include fun interactive features, like the ability to fire cannons from a nearby ship, or saving an unfortunate captive girl from being thrown into a volcano by a ritualistic savage. More importantly, these levels feel more alive and dynamic than before. ![]() From desert oases to deep underground dragon lairs, the locales are constantly changing. Returning players will rejoice at all the ways this simple concept still manages to surprise.įrontiers sends the defenders of Linirea out to new locations across the sea, and developer Ironhide uses the excuse to break free of western fantasy trappings. Frontiers is friendly to newcomers – an ideal way to try out the tower defense genre if you’ve always wondered what all the fuss is about. It has surprising enemies, entertaining new tower types, a great mix of heroes, a revised progression system, and more compelling level designs. The sequel eclipses its predecessor, maintaining systems that are too good to change, but adds a host of new features. The original Kingdom Rush used to stand as my favorite tower defense game on the market, using cutesy and colorful fantasy visuals to clothe a challenging strategy campaign.
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