And yet another tower defense game reviewed on MAASOO. I can’t help it. I’m addicted to the things. Plus, the iPad platform is perfect for such a game, so whenever I see a good on e I feel compelled to get it. Kingdom Rush is pretty much a normal TD game, by all counts. It plays the difficulty card, and it plays it well, because even though I had to play some levels 100 times, I still kept coming back for more. And that makes this game deserve, at the very least, a review.
Gameplay: At this point, I won’t bother explaining to you what Tower Defense is. It’s there somewhere in one of my older posts. However, Kingdom Rush has a few things different from typical Tower Defense games. For instance, in some levels, there are multiple entrances, exits, and shortcuts for the enemies to take on your track, making a more strategic approach necessary and adding difficulty to the game. In addition, there are set locations on which you can build your towers, rather than giving you free reign to place them wherever you want. While this may seem like it confines you, they’re often in relatively decent spots, and I’ve not run out of space on any level yet. Kingdom Rush, by most other counts, is a normal TD game. You have two special abilities you can use and upgrade during the heat of battle, which recharge over a set period of time. These are the ability to call in two reinforcement troops to aid your cause, or call down some fiery brimstone of death onto an area of enemies. Depending on your upgrades, these two abilities have varying levels of usefulness, but in general they’re nice to have in a pinch. Depending on how well you do in the level, you will gain 1-3 stars at the finish. You can use these stars to upgrade your towers or your two abilities between each level, so some strategy can be employed to power up certain parts of your arsenal. Now onto the real meat of the game.
The four towers you have available to you are an archery tower (with decent range and rate of attack), a Garrison (which sends out three men at a time to slow down approaching enemies), a Mortar Tower (which shoot slow but powerful explosives), and a Wizard’s Tower (strong, but slow). These four towers can each be upgraded twice for a price, and then they all have two forms of an evolution, for lack of a better term. Each tower can move on to become another tower, each with completely different focuses for different uses and areas of the map. These towers then have stats which can be upgraded to increase their potency, and in the end, after a tower is completely upgraded, it’s a veritable force to be reckoned with. In addition to these, there are several different types of enemies that will come at you, from armored Brigands, to Giant Spiders laying eggs everywhere, to flying beasts that can only be reached with arrows or spells. They will come from different areas and may go through shortcuts of the map, so the placement of certain towers to combat them is key. Money, obviously, is gained from killing them, and if you let too many breach your defenses, you must start over.
At the beginning of the level, you are given a certain amount of money, and an unusual amount of strategy is necessary to employ at the start. Which tower to I build? How much to I upgrade it, if at all? Where do I put it? What is your favorite color? These are all questions that will be asked, and your answers will determine your fate later in the level, even if you don’t realize it. This is awesome, because in Tower Defense games normally, it doesn’t really matter what order you do things in, just that you do them all by the time the level is over. The last thing in the gameplay segment is the ability to send out the next wave of enemies early for extra pocket cash. This also opens up more strategy. You could use the money you gain from doing this, but at the same time, you may be overrun quickly if you do it too early or often.
Now onto how the game is actually played. Well, it’s an iPad game. So yes, you use your fingers. All the buttons are generally large enough to press, but some of them are easy to miss, and unfortunately you often don’t realize that you’ve done so until it’s too late. The system of having to double-tap to do anything is useful at times for avoiding mistakes, but at the same time it gets very frustrating when you have to spend much more time than you’d like to to place or upgrade a tower, because split-second retaliations are key when the enemy gets too far. This manages to, however, detract little from the overall experience of playing the game, and since it keeps it fun still, this section gets an 80.
Graphics: The graphics of the game are pretty nice. The attacks are all well defined and you can see each individual unit’s health as well as the attacks being laid down on them. You can see your defenses’ areas of attack, as well as the enemy’s basic info. The game is pretty enough, and uses a basic medieval style of units and buildings. Meh, not much to see here. 85.
Sound: The sound effects of the game are equally as meh as the graphics. The music is fairly decent, but repetitive, as with all casual games. The SFX are decent, and you can often tell what each one is and what it’s notifying you of, but the voice acting is subpar, at best. The VA’s are made up of a cast of most likely two people, doing a rather sad attempt at British accents. While I’m sure this is intentional, it’s no less annoying. Not only this, but the same corny one-liners play every time you do something. I did get a kick out of the Rangers saying ” I see dead people”, and the Wizards’ “You shall not pass” and “Clatto Verata Nicto”. 75.
Overall: This is not a bad game. It’s not the best TD game I’ve ever played, but it’s still quite a grand experience, overall. I enjoy it a lot, and I encourage you to get it as well. Not necessarily a must-have, but definitely a you-should-have-this-if-you-want-to-get-a-nice-tower-defense-game. 80%
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