![]() ![]() ![]() But even when you find yourself saying “didn’t I play a layout similar to this last time?” the game manages to find new ways to throw a curveball by adding a mid-stage alteration that can often lead to adjust on the fly to make sure you can handle the situation. The generous number of maps are varied but can often feel familiar since there’s only a few ways that you can make roads. Be forewarned: doing so can become addictive. Restarts and groans aside, I still found it fun and exciting to go back into the same levels over and over to attempt getting a three-star rating on each one. Even still, there were times when restarting a match was necessary due to a sudden, overwhelming rush of unexpected enemies breaking through my defenses. The general ramp up of difficulty in each level is metered in such a way that you’ll become part of the game’s irresistible flow, surviving – and defeating – the oncoming waves relentlessly being thrown your way. Instead, it delivers a finely nuanced slice of tower defense excitement with all the refinement you’d expect from Ironside. Generally, Vengeance doesn’t break the tower defense mold – or even attempt to. Waves and waves (and more waves still) of hapless enemies will meet their doom as you defend against their relentless onslaught – by any means necessary! You start out with the classic towers, gradually unlocking more as you lay waste to the hordes foolish enough to try stopping your evil conquest. You still have your basic tower types at the ready: artillery, ranged, magic and troops, adding a devilishly fun “evil” bent to them. This time you’re the bad guys, led by the nefarious wizard Vez’nan and his endless supply of minions. That’s right – the old morality switcheroo. I can list a few successful tower defense games I’ve enjoyed over the years but one company stands out with having created some of the best: Ironhide Studios, famed for their outstanding series of Kingdom Rush and Iron Marines are back with Kingdom Rush Vengeance, which turns not just the genre on its head, but the whole concept of good vs. Some can lean heavily on in-app purchases making it harder for you to pass stages unless you pay the game’s extortion fee. Where’s the fun in that? What’s funny is these are the exact reasons why I love them. ![]() All you need to do is put down a tower and let the game do everything else. A chief complaint I’ve heard over the years is that most tend to be too passive, too simple. ![]()
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