But once you upgrade them past a certain point, you’ll find the new options that will force you to make some interesting choices.ĭo you go for the crossbow fort, which can increase the range of all towers around it? Or the tribal axe-throwers, which can plant magical totems that greatly weaken enemies and stop their spellcasting?ĭo you go the route of the archmage tower, which can charge up explosive bolts or spin out deadly whirlwinds? Or the necromancer tower, which can revive fallen enemy units and turn them into allied undead?Įach of the new towers is uniquely powerful. Of course, the stars of any tower-defense game are those quick pop-up structures that you set up around the map to ward off invaders. But to see the coolest units that Frontiers has to offer, you’re going to have to pay. Of course, these are all optional purchases. But you’re going to have to dish out $6.99 to see him in action. Ashbite the dragon is huge and looks impressive flying around the battlefield, raining fire down on your foes. Sha’Tra, an alien who can summon UFOs, costs $4.99 - as much as the most expensive guys from the last game. Unfortunately, the developers saved the best for your wallet. The basic buildings haven’t changed: barracks (for enemy-blocking foot soldiers), archer towers (ranged attackers), mage towers (ranged magic), and dwarven bombards (explosive-lobbing cannons) - see our preview for more details.Ī first glance shows a lot of the same old stuff, and that will probably lead to some early mutterings of disappointment from fans of the original.Īs in the first Kingdom Rush, Frontiers features heroes - powerful individual characters that you can position around the stages to help bolster your forces. Wait … is Frontiers a sequel? Or a glorified expansion? The developers at Ironhide Game Studio don’t help their cause by offering the same base towers that the original Kingdom Rush has.
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