The classic 12 stage core campaign: Defend the Kingdom from the forces of Vez'nan!.13 Legendary Heroes! (All unlocked with no additional cost!) Bring them to battle to face the hordes of evil!.Intense boss fights never seen on a defense game!.Over 61 different enemies, from Goblins to Demons each with their own skills! (Beware of the mountain Trolls!).18 tower abilities! Have your Sorcerers summon earth elementals and polymorph your enemies!.8 specialized tower upgrades to customize your strategy! Mighty Barbarians, Arcane Wizards, Forest Rangers to name a few.Full-screen High definition awesome illustrated cartoon art!.Command your soldiers and see them engage in hand to hand cartoon battles!.Epic defense battles that will hook you for hours!.If you liked your time with the previous games, chances are you'll like this one too.Get ready for an epic journey to defend your kingdom against hordes of orcs, trolls, evil wizards and other nasty fiends using a vast arsenal of towers and spells at your command!įight on forests, mountains and wastelands, customizing your defensive strategy with different tower upgrades and specializations! Rain fire upon your enemies, summon reinforcements, command your troops, recruit elven warriors and face legendary monsters on a quest to save the Kingdom from the forces of darkness! Key Features That's everything I can think of, I guess. They're not exactly overpowered (well, Eiskalt kinda is), but they do not have any noticeable weaknesses like the other heroes do. With the dragons you can just brute force your way through the stages and they fit in any sort of strategy you might want to use. Other heroes need support, either from a specific strategy or from a tower setup in order for their strengths to shine. On the heroes front, they're all cool and viable but the dragons, especially Eiskalt but also Murglun and, to a slightly lesser degree, Beresad are what I would describe as self-sufficient. 1 for all the towers together, 1 for the heroes, 1 for the summons and a last one for the spell. Whereas before you had a upgrade tree for each type of tower and one for summons and another for the spell, now you have 4 upgrade trees. Now you can only unlock up to 3 stars on the main stages, the heroic and iron challenges are there just for the fun of it (and the achievements) and there are less star upgrades. Before you unlocked up to 3 stars by finishing the main stages and then 1 star each for completing heroic and iron challenges. That makes it important to choose the right combination of towers and heroes to tackle the different stages and, from what I've seen of other people's experiences, multiple strategies are viable. That creates another layer of strategy in how you approach each stage because there are 18 types of towers total, you unlock them as you progress the game, but you can only equip 5 of them at any time. So, now you simply upgrade each tower normally during a stage until you unlock it's three special skills. Each tower is already what would be akin to a tower specialization. On previous entries the player upgraded the base tower and then chose a tower specialization. The tower mechanics in this one are a bit different from the others. It takes way too long to progress through it and if you miss one of the later steps, like the very last fight, you just lost 30-40 minutes for nothing because you have to slog through the whole thing again). That stage is my only gripe with the whole game, I don't like it at all. With all the star upgrades and all the heroes at level 10, I found Impossible actually easier than Veteran (except for Denas's Castle very last battle, that one is. The difficulty overall is quite fine and, on Veteran, it comes mostly from you not having all the star upgrades yet. Regarding difficulty, as expected, there is a difficult spike on the post campaign levels but I haven't found any of them to be as hard as the ones in previous entries.
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