Ninety percent of the environment was repetitively irrelevant to the combat. Another concern is the occasional visual overload, especially in boss battles, Bosses love to use big AoE spells that explode everywhere and make it so clustered on your screen.Īll characters take turns fighting on a hex-grid based on the initiative order shown at the top of the screen. Measuring distance was the biggest hassle for a game that solely depends on positioning as a core gameplay mechanic. The UI is a huge mess and it’s not displaying important information from time to time doesn’t help either, I’m not sure if it’s just my game but sometimes hit points aren’t shown, and health bars won’t appear (hard to know if a character was targetable or not). Nothing is amazing about it but for long-time Kingdom Rush players, it’s a great joy to see that the old looks are brought back and treated with respect. Graphically, Legends of Kingdom Rush brings back the same aesthetic from the previous installments but fine-tunes it here and there. Each level starts with you at a starting point and there are different routes to get to the final boss with different encounters on each route. Encounters could be fights, shops, dice rolls, or make-your-choice events that could reward or harm the party’s resources, such as loot, extra companions, upgrades, and status effects. The world of Legends of Kingdom Rush isn’t that special either, instead, it causes you a lot of frustration. Crafters specialized in area-of-effect damage and summoning entities. Mages were glass cannons with armor-piercing properties. Then there are role-specific characters: Tanks were slower, durable frontliners. Agile characters maneuvered the battlefield better. The core classes are melee, ranged, and magic. Even though initially, you only started with 3 characters, but over time, you will expand your roster with more characters by doing certain tasks or unlocking achievements such as: defeating all the Dark Knights at a checkpoint without suffering any casualty to unlock the Dark Knight.Įach character has its role-based traits and accompanying actions to choose from. Anyone familiar with the series will recognize the heroes and supporting characters now that they’ve descended from their towers.Īs of right now, Legends of Kingdom Rush offers a total of 18 playable characters (6 Leaders and 12 Companions). The core classes are melee, ranged, and magic. Your party will mainly comprise of a Leader, 2 Companions, and 4th random member that will join you through each run and will face off against the enemy, using action points for movement, attacks, and support. It introduces a party system that allows you to assemble/mix-match a party of heroes into the battlefield that fits your need or a particular playstyle using a system said to be “easy to learn but hard to master”. The main focus of the game is on turn-based fights instead of the ol’ classic tower defense. Gameplay, Legends of Kingdom Rush took a different direction from the rest of the previous installments. Due to that, you have to embark on a grand quest across varied biomes while expanding your party, adventuring, and of course, fighting monsters that stand in your way. Legends of Kingdom Rush‘s story isn’t that much different from your barebone, classic trope of a fantasy story: your kingdom is in great peril as an unprecedented foe has appeared – one who you simply won’t be able to defeat alone. Unlike the previous Kingdom Rush titles, Legends of Kingdom Rush is restructured into a turn-based RPG with some rogue-like elements and lots of bad jokes. It was a huge and unexpected surprise for all of us when Ironhide Game Studio announced their upcoming title, Legends of Kingdom Rush, moves away from the tower defense template. Most people and I included know the Kingdom Rush franchise for its being a franchise of tower defense games.
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