Stars are used to improve your tower capabilities (i.e. As you clear stages, you earn money and stars. While those are the particular nuts and bolts, what make the game interesting are its upgrades and powers. Finally, during each stage, you have a “hero” at your control that is, essentially, a super strong, super resilient on-field soldier for added support. To spice this up, the game also gives players the option of calling in additional soldier reinforcements as well as literally raining fire on your enemies-a particularly guilty pleasure of mine. In Frontiers, these towers are broken out into four categories: barracks (spawning physical troops to defend the paths), archery posts (shooting small-damage arrows at enemies), mage towers (blasting slow, high-damage spell bursts) and siege outposts (launching massive, explosive attacks at ground surface area). You’re tasked with setting up structures, towers and outposts around the area, each of which have different strengths and powers to defend what is essentially your castle. You play an omniscient overseer much like in RTS games and control a “kingdom.” You generally have a central point to defend from droves of slowly oncoming enemies inching their way toward that point. If you’ve never played a tower defense game, then climb out from under your rock and give it a try. So, while the games’ premises are pretty much the same, my description deals with the sequel. This particular review is for the second iteration, Kingdom Rush: Frontiers. Since then, I’ve played a few mobile installments of the genre, but none have really caught my attention. It wasn’t super flashy, but it involved tossing stick figures off the screen and setting up defensive structures before they could attack your castle. Back in my teenage, play-flash-games-in-my-spare-time years, I had a bit of an addiction to a really basic game called Defend Your Castle. I’m Jay, and I am a tower defense addict.
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