Plus, there are eight pages of the blighters. Now, I’m not normally a fan of these in general, but the way there are implemented in KRO is cool and in context. There’s a host of achievements to unlock. Beyond the sizeable campaign which has 3 separate difficulty levels, ranging from casual to veteran. There is a metric tonne of content to delve into. For the absolute newbies, there’s a cracking article on Wikipedia that goes into the fine details detailing all you need to know from the genre’s genesis to all the systems/ingredients that make up such a good gaming soup. Adding a hero roster and a few mid-mission surprises to keep the whole experience fresh and engaging. For the most, KRO parts sticks to the classic formula. I’m sure even the most casual of games have played one of these titles either on their phone or notebook. The genre name itself is a completely adequate description. I’ll not dwell on the basic gameplay mechanic of the game. So it was to great surprise that I found out recently that the third instalment was coming to the Steam store. With the team’s primary focus being the mobile market, the PC versions have lagged behind in terms of release dates. No other game can touch the balance, level design and unit/hero blend. To me, the Kingdom Rush series is the premier tower defence game. To qualify my thoughts on KRO( Kingdom Rush Origins) I’d just like to state that I’ve played the hell out of the series on all platforms starting out on the IOS, then to Android and finally PC. As of today, the flash version has been played over three hundred million times around the world. They cut their teeth by first developing a web-based model. This is their spin on the classic tower defence genre. This small team are the creators of the Kingdom Rush Saga series. It was founded way back in 2010, by Alvaro Azofra, Gonzalo Sande, and Pablo Realini. Ironhide Game Studios is based in Montevideo, Uruguay.
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