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Yes, as you get further into the campaign, smart use of these one-time items becomes highly suggested to pass levels and become almost a prerequisite in order to three-star some of the harder missions. This is where I imagine some of the debate may occur. There’s a decent mix of items that become more and more important the further you get into the campaign. Items range from dynamite and freeze potions that affect a small area of the battlefield, a coin package that instantly gives you more money to spend to an extravagantly expensive bomb that destroys ever enemy on screen. Even the environments require more attention, as enemies will carve new paths halfway through a level, man-eating plants will take out your knights if you don’t pay attention, and other settings can reward (or punish) players that heed their surroundings.Īnother big component of Frontiers are one-off items that can be bought with gems, a currency that’s liberally earned by completing levels and dispatching enemies. Whether its shaman that bestow a variety of defense-oriented auras around their servants, queen bees that explode into little bees when defeated, or alien facehuggers that turn your defenders into a horrific (and strong) alien beasts if not defeated in time, there’s a lot more to think about beyond simple tower placement.
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Enemies have a lot more nuanced secondary effects beyond simply attacking your defenders. The latter is another subtle change for Frontiers.
KINGDOM RUSH FRONTIERS ALL HEROES ALL STARS UPGRADE
Another interesting upgrade lies with the Axethrowers (Archer advanced class), which lets you curse enemies to take more damage or dispel aura from the enemies.
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Mage Towers can now be upgrade to Necromancer towers, which will raise the dead of the baddies to fight for you.
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For starters, the advanced upgrades for each basic tower have been revamped and are now much more interesting. Where Frontiers does make some changes is in the deeper elements of its gameplay. Otherwise, a full-fledged campaign returns, with Heroic and Iron Challenges adding supplemental difficulty for those that desire it. While you don’t need these heroes to beat or experience the campaign in its fullest, the cooler ones are locked away, leaving some disappointment. Unfortunately, just as before players only get a limited amount of heroes through gameplay unlocking, with the majority requiring IAP. The Three-star ranking and upgrade system also return, as well as a wealth of heroes. Heck, even the four basic tower types return unaltered. This sequel employs the same type of Tower Defense gameplay, art style, and presentation. To put it succinctly, if you’ve played Kingdom Rush, you’ve played Frontiers. Preserving the smooth, well-balanced Tower Defense gameplay of the original, Frontiers adds just enough new content in towers, enemies heroes, and locales to make it another incredible experience. In this regard, Ironhide Game Studio’s Kingdom Rush: Frontiers ($1.99)is the perfect type of sequel for me. When it comes to playing sequels to games that a nearly flawless the first round, my preference is for a follow-up that looks to iteratively improve upon on its predecessors pitfalls without messing too much with its successful formula.