tl;dr to avoid spoilers: 7/10 in it's current state. Better than the last game, but much more Micro-heavy. If you don't have fast fingers, you will struggle. This entry is HEAVILY micro-management focused. You will be repositioning troops, heroes, and towers far quicker- it's much more like an RTS in some senses, and it feels far heavier than previous games- which plays to the game's favor, imo. It stops the late game from getting boring- maybe most of the difficulty comes from how much needs to be managed? It's an interesting direction for the game to take, but it *is* fun. -TOWERS- At vanilla, the tower selection is a little boring- you have no reason not to take the Paladin Covenant on every level due to how much blocking needs to be done. Rocket-Riders and Ghosts simply don't do enough in the later sections to use- unless you're specifically using them to support Paladins, or you're using Ghosts on the last mission to counteract the Overseer screwing with tower placement (which doesn't matter much anyway, considering the 90% resale value upgrade =<=). The only tower to sometimes outclass the Covenant is the Imp Pool, which doubles as an AOE tower and can do well in the 2nd area, but falls off in the last area due to needing to position troops precisely in order to cover enemies *before* they get their buffs. Archer-towers are a little redundant except for dealing with flying enemies, and once you unlock the elven-mage you don't even need them anymore- only a few enemies in the game have magic resistance, with the only enemy to have max-resist be a temporary buff that can be blocked pretty easily. AOE towers are all bomb-shooters, so there's not much choose other than which flavor of AOE you want- damage, DOT, or debuff. The highest selection is among the magic towers, which have a fun little toolset to work with- Pure Damage, Flexibility to deal with multiple enemies or single-target at the cost of expense and lackluster single-target into the late-waves, Slowing and Polymorph, Increasing other tower's damage (can get some insane numbers this way), or constantly spawning undead. The devs clearly loved magic towers this game. My setup for most of the game was Paladin Covenant, Necromancer, and Elven Stargazer, and the last two tower-slots were swapped between Ballista in the 2nd area and Dune Sentinel in the 3rd area for dealing with their specific flying enemies. I only used the 5th slot in the last few levels to put the Brewmaster AOE for dealing with the masses (honestly I wished I'd used it sooner. Good damage and helps keeps the Paladins actually kicking.) -HEROES- The selection of heroes in the game is rather fun. With two heroes to pick from, you can get some fun combos going, and it assists in the game's switch to micro-management rather than clever setup. I tended to build with one slow, powerful hero and one fast, flexible hero in mind. This worked best at letting one hero manage a choke while the other cleaned up the alt-path. Almost every single map in the game has two exits and two or more paths, making hero movement CONSTANT. I found myself switching heroes rather often- although, I stuck with Raelyn for the most part. Your two starting heroes, Raelyn and Vesper, are the only high single-target damage "assassin" heroes in the game, which is essential in later levels with transforming cultists and vile spawners in mind, which need to be picked out of groups. Every other hero is focused on AOE, ranged damage, or debuffing enemies. The closest thing to another assassin is Torres, who's Hero Spell allows for a small AOE of instant physical damage, often enough to kill or at least severely cripple a target out of a group, or at least kill the units around them. Other than that, pick your poison of horde-eater, gunner, or debuffer. At the very least, the combinations are interesting. You get some interesting heroes that are familiar enough without being overly gimmicky. The two-hero mechanic is very fun. but the need for a dedicated single-target melee unit gets in the way of making more interesting combos. Overall, the combos I used were: Raelyn and Nyru Raelyn and Anya Raelyn and Grimson Raelyn and Therien Vesper and Therien Early on, you have a limited selection, and by the time the selection grows the demand for assassin heroes is higher, and so you're still pulling from Raelyn and Vesper for pick-targets. Not necessarily a bad thing, since you have two hero slots and can afford to bring the same hero every time, but a slight shame. Would've loved a little more diversity in my selections. -ZONES- The first area is fun, and similar to most other first-areas in Kingdom Rush games. You have your Orc-like, your Goblin-like, your Ogre-like, etc etc. The one surprise was no wolves. Looking back, it did make archers a bit useless, since there was practically no reason not to just spam magic and keep a burst-damage hero around for dealing with healers. The boss of the area is simple as well- just rushes the exit, and you have to kill it. Second area has a rough start- at first, it seems like more of the same, just with more health. No one's gimmicks play together well, everything just seems rather boring. However, the introduction of transforming-cultists, chainers, and spiders later on leads to a ton of micro game with your heroes, as well as building around magic resistance (the only area in the game you have to do so :V). It lead to the last few levels being incredibly entertaining, and maybe one of the best in the game. The boss of the area is a little interesting, as you have the bonus of using Vez'nan's spells and essentially micro'ing his abilities. It's a bit more than a simple rush-down boss. Third area is difficult at first, but once you learn the gimmick becomes a bit... simple. Avoid the gaze areas and you're golden. Every map can be beaten by simply dropping troops to choke before the gaze- or after the gaze on some maps- and it's over. A few arrow towers or elf-mages at the back to keep away any creep that gets through. The penultimate-boss of the area, at Vez'nan's old tower, is also a rather boring affair- just a rush-down. You get to use Dennis as a replacement for your reinforcements against her, but he does little other than have more health. However, the final area is redeemed by the final boss of the game. Incredibly fun boss-fight. It has a similar playcycle as ol' Penumbra in KR2, though less difficult. Randomly makes your towers swap places instead of just straight-up destroying them- but the last phase, it does not wrecking house. However, it differs in that it's an enemy-rush, with you having to split your funds between the towers killing the boss as it's trapped in the center of the stage, and defending your exits. Rather fun, and is the last challenge of micro-hell =<= As of release, there is no post-game content other than the Impossible Difficulty and finishing the Challenge version of levels. -FINAL THOUGHTS- The game gets a bit samey at about the halfway point, but soon after that the demand for micro increases and suddenly the game picks up again. Selection is a bit limited- the gimmick of KR4 just doesn't work with such little enemy diversity, and selections can be a bit samesy overtime. However, it was difficult, and it was fun. I have hopes that the updates in the future will lead to some good post-game content, and hopefully they're not all relegated to DLCs. OH, AND THEY REMOVED THE BESTIARY IM UPSET ABOUT THAT. I LOVED THE ENCYCLOPEDIA AND NOW ITS GONE ; _ ;
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