Thursday, September 10, 2020

Kingdom Rush Origins (Steam) Impossible Hero Challenge - Gray Ravens Campaign

I have a feeling I'm going to regret starting this before I'm done, but given how much I've enjoyed Kingdom Rush Origins, I had this idea for a new playlist (or rather, a set of playlists).  The question is - is every hero good enough to take on Impossible mode?  In my Impossible mode playlist I obviously chose the hero best suited for the map which made it easiest to complete, but can any hero get the job done?  That's what this series will attempt to answer.  I will do every map - campaign, heroic, and iron - with every hero.

For each map I will rank each hero on an A-F scale for how well they do.  Here's what the grades mean:

  • A - An ideal hero to take on the map
  • B - The hero can get the job done, but they're a sub-optimal choice
  • C - You can win the map with this hero, but it's going to be hard and painful
  • D - You're only going to win with this hero with really good RNG
  • F - I was not able to complete the map with this hero

I really hope I'll be able to figure out how to do each map with each hero so that I don't have to hand out any Fs, but given my experience already in my Impossible difficulty walkthrough I have a feeling that's not going to pan out.

We start over at the beginning in Gray Ravens campaign mode.  As this map is so easy, every hero gets an A here, and there's nothing really to comment on.  Honestly you don't even need a hero to complete it, even on Impossible difficulty, but we start here anyway for completeness' sake.

Completing this is going to take a very long time, and I'm not going to hold up other videos (like getting back to Baldur's Gate) while seeing it to completion.  So expect me to finally get back to BG sometime soon.  Oh, and Kingdom Rush Vengeance will be on Steam soon...

Kingdom Rush Origins Impossible Hero Challenge - Gray Ravens Campaign

Thursday, August 27, 2020

Kingdom Rush Origins (Steam) Impossible Walkthrough

Having finished the campaign in Veteran mode, I unlocked Impossible mode, so now the goal is to go back and redo all the campaign maps, followed by the bonus maps, in Impossible mode.

For the original campaign maps the increase in difficulty seemed only incremental to me.  I largely was able to use the strategies I used in Veteran mode, with some modifications for my increased experience with the game, and didn't have too much trouble.  Of course, at this point I'm doing every map with all upgrades and access to all the heroes, so that is a pretty big power jump on my part as well.

I really liked the bonus levels in this game.  They had (for me, anyways) just the right amount of difficulty - challenging enough where I really had to think and work on them, but not so much that it became frustrating and un-fun (I'm still bitter about Nightfang Swale iron in the original Kingdom Rush).

I must say I have loved this game and it definitely is the best of the series so far.  I'm excited that Kingdom Rush Vengeance will be on Steam soon, and hoping it will continue the upward trend of excellence.  In the meantime, here's the playlist:

Kingdom Rush Origins Impossible Mode Walkthrough

Wednesday, August 5, 2020

Kingdom Rush Origins (Steam) Veteran Walkthrough

As promised, I now move on to Kingdom Rush Origins.  As always, the goal is 100% with no lives lost in campaign mode.  I'm enjoying this game a lot, and it's nice when each game in a series is an improvement over the previous one.  But whereas Frontiers was a nice incremental step up from the original game, Origins feels like a much larger leap in terms of game quality.

First of all, I like the campaign in Origins better than the first two games in that I feel more like I'm actually following a story.  Contrast this with the first game, whose plot was basically "someone is invading the kingdom and you have to stop them", and Frontiers where some I guy I didn't know stole a MacGuffin in order to do something bad and I had to chase after him, only to predictably catch up to him just as he was unleashing his Unspeakable Evil, which I then had to defeat.  This isn't to say that there is a complex, engaging plot to this game - there isn't - but it is an improvement.

But the bigger issue is the gameplay itself.  Now the game mechanics are almost identical to Frontiers.  The only major change is the introduction of Hero Spells, which like Rain of Fire or Thunderbolt are powerful abilities on long cooldowns but are different for each hero.  There is additionally a bigger emphasis on environmental aids on the maps - things you can click on to do damage to the enemy or some other beneficial effect.  Between these two things it's nice to have more buttons to push compared to the first two games.  Of course, this additional firepower means that enemy waves are generally more powerful as well, so overall the gameplay is more intense, which is very nice.

The next improvement besides the more intense gameplay is the better balance of the towers.  The first two games suffered from having towers that were so powerful it felt pointless to build anything else.  In the original Kingdom Rush, once you got the Tesla and Sorcerer towers that was pretty much all you used.  You'd build Tesla towers to do general damage, and then Sorcerer towers if the map had super-powerful enemies that you either needed to tank with the Earth Elemental or insta-kill with Polymorph.  I think the developers even realized this in that a lot of bonus level iron modes forbid artillery, which made them some of the toughest maps.

Frontiers was a mixed bag in this regard.  The DWAARP and the Mecha weren't quite as all-powerful as the Tesla, but they were still really good and they each had separate use cases, which meant you used both, unlike the poor Big Bertha in Kingdom Rush which just couldn't compare to the Tesla.  The magic towers were very powerful as well - the Necromancer tower especially so, and a lot of maps relied on building it in order to generate enough blockers, while the Archmage tower made a tremendous last line of defense.  The developers also used enemy design to force you to rely on magic towers more ("Here's a bunch of powerful enemies with high armor - oh and this one is specifically immune to artillery damage").  However, the ranged towers were rather poorly designed, and since the artillery was so good you almost never used them unless you had to.  And while you pretty much always have to build melee towers, the Assassins and Templars just felt overpriced and uninspired.

Enter Origins, and there is a new level of balance here that is refreshing.  The artillery towers here are powerful and useful - but no more so than any of the other towers.  In particular they don't completely overshadow the ranged towers, which are now really good.  In fact subtle differences in map design mean that you'll use one, the other, or both in combination depending on the circumstances.  The mix of enemies also ensures that you usually have to rely on both physical and magical damage to handle a level, and the magic towers are both fun and powerful.  Finally, the melee towers have been significantly amped over the previous games, and instead of feeling like a begrudged necessity they now actually are enjoyable to build.  The level 2 and 3 melee towers have a built-in ranged attack, which is amazing.  Bladesingers are complete awesomesauce - arguably competing with Paladins in the first game - and Forest Keepers are pretty awesome also - although sadly you don't end up building them often because they really need to be supported by Bladesingers.

The final element that makes this game such a leap from the first two games is the heroes.  The heroes in the first two games just didn't feel very fun to use.  It was more an exercise in picking the right tool for the job.  Do I need a heavy tank?  Single target DPS?  AoE DPS?  You pretty quickly identified the hero that did the best at each of these roles and then just used that subset.  In Origins each hero does still tend to fit a role of course, but their design is just so much more inspired and I find myself wanting to experiment with all the heroes just to have fun with them.  The Hero Spell mechanic is a major part of this of course, and they're all really well designed and fun to use.  But a lot of the other hero abilities are just more fun than in previous games as well - I love seeing Phoenix's Purification ability take out a leaked mob, or when Faustus' Teleport Rune activates at just the right time to catch the Twilight Golem that had broken through my defenses and give me another chance.

Well I've gushed enough for now - onto the walkthrough!  There is an impossible mode for the game as well, but you have to complete the campaign first to unlock it.  As such, this veteran walkthrough will just be the campaign.  After that is finished I'll do a new playlist of all maps on impossible difficulty, as there's no point in doing the bonus stages twice.  In any case, here's the veteran walkthrough:

Monday, July 27, 2020

Kingdom Rush Frontiers (Steam) Veteran Walkthrough

As mentioned, I now have the tower defense bug again, so I'm now doing a series on the sequel to Kingdom Rush - Kingdom Rush Frontiers.  Again, the goal is to 100% veteran difficulty (with no lives lost in campaign mode).

I really like this game as a sequel.  Since it plays almost identically to the original Kingdom Rush, in one sense it's just more of the same - which is a good thing since the first game was excellent.  But there are some welcome changes as well.  I love the new hero system, where heroes have permanent levels - no more babysitting heroes through their first few levels on a map waiting for them to actually get good.  In general I love the new specialist towers as well, although a few leave me longing for original KR towers instead (I'm looking at you, templars).  I didn't love the campaign as much as the original campaign, but I really like the bonus levels.  And it's clear the designers went out of their way to be creative with new enemies.  No more "this is just like the last enemy but with a bit more life, damage, and armor" - these enemies are designed with special abilities that you have to plan carefully for.  A few are just unfair (*cough*Saurian Deathcoils*cough*), but most make the game challenging without being too frustrating.  Bottom line, if you liked the original KR, you should invest in this game as well.  In any case, here's the gameplay guide, and here's the playlist:

Kingdom Rush Frontiers Veteran Mode Walkthrough

Tuesday, July 21, 2020

So they made a hard mode...

Well, to be fair there already was a hard mode, but, years after the fact, Ironhide Game Studio decided to go back and add a new veteran-level difficulty to the original Kingdom Rush game.  Now my goal in every game I play is to 100% it, so nothing is more frustrating than getting an update for an old game that I've already 100% that means I have to go back and do even more.  But I do love this game, so it was fun to go back and play it again.

Not to brag, but I didn't find the new difficulty level that much more challenging, and I was even able to find some new, easier strategies for some of the maps.  The one exception was Nightfang Swale on iron mode [shudder].  That one was already difficulty in hard mode, but veteran nearly made me pull my hair out.  I also discovered what a terrific hero Ignus is, and wish I had known that originally.  In any case, here is my playlist for the veteran mode walkthrough:

Kingdom Rush Veteran Walkthrough

Doing this series got me infected with the tower defense bug again, so after this I'll be doing a series for Kingdom Rush Frontiers.  After that I promise I'll finish up my Baldur's Gate walkthrough.

Monday, October 15, 2018

Baldur's Gate Walkthrough

Well life has certainly taken a few turns on me since I published my last post, as you no doubt can tell since it's been over a year.  But fear not, I have not abandoned this blog.  My Castlevania 2: Simon's Quest video got put on hold a long time ago, and as appropriate it might be to finish it during this Halloween season, it probably is going to remain so for the time being.

In the meantime I have been revisiting one of my favorite games of all time - Baldur's Gate.  I've had the itch lately for some old school, party-based, AD&D 2nd edition adventuring, and it really doesn't get any better than BG.  So today I start a new series of a full length walkthrough for the entire game plus the Tales of the Sword Coast expansion.  Note that this is the original game, not the Enhanced Edition that came out a few years ago (although I'd love to check that out one day).

I'm doing a single player game, but unlike normal I'll be using five characters created by me instead of just the usual protagonist.  I outline how to do this (which involves converting a multi player game to single player) in my gameplay guide, which, after all these years, is still not yet complete.  I do this because while the NPCs you meet in the game who will join your party do have amazing personalities, most of them rather suck as characters.  The thought of having to play through the game putting up with Khalid and Jaheira yet again was just a bit much for me, so I decided to create five characters of my own and then take Imoen, since she is one of the few awesome NPCs.  Doing this will also allow me to show off the power of dual-classing, as I don't start the game with either a mage or cleric, but instead two fighters who will later be dual-classing to those classes.

I'll be breaking up the walkthrough by doing more or less one video per game area.  I'll try to keep the tedium to a minimum by not including such things as leveling up or trips back to town.  I'm pretty sure no one wants to watch me try to roll maximum hit points for all my characters or meticulously reorganize my inventory.  Dealing with my compulsive need to eliminate all the black on each screen is probably enough as it is.

It will obviously take me quite some time to finish the entire game.  Once that's done I have a number of ideas for one-off videos I'd like to do as well, such as strategies for killing Drizzt, alternate Aec'letec strategies, etc.  Ultimately I want to do a solo run of the game with an evil character as well to show off some other strategies and the different side of the game you get when making evil choices, but I don't want to get ahead of myself just yet.

With that said, here is the playlist.  Enjoy!

Tuesday, September 19, 2017

Kingdom Rush (Steam) Hard Difficulty

My Simon's Quest video will hopefully be along shortly, but in the meantime I've been working on another, much easier series of videos.  I'll be doing the entire Kingdom Rush game on hard difficulty.  While it's not exactly an "old" game like most of the games I plan to do on my channel, it's still a favorite of mine and one I wanted to do a series for.  Since I've had the itch for a little tower defense action lately, I decided to go ahead and work on it.

I have to admit I love defense-based games.  For some reason they just speak to me.  I remember when I would play the original Starcraft back in the day I was always far more concerned with developing a well-defended base than I was going on the offensive.  Obviously tower defense games are right up my alley then, and Kingdom Rush is one of the best (but I have to admit I also love Bloons Tower Defense, although I have no intention of doing videos for that one).

The goal of this video series is simple: do every map on hard difficulty for campaign, heroic, and iron modes, with no life losses in campaign mode.  With that said, here's the playlist.  I also have put together a gameplay guide which discusses tips and strategy in general.  There's also a video at the end of the playlist that shows how to get all the map-specific achievements in the game.

Drifter Star: Evolution

This is a game that's been showing up in my YouTube feed for a while now, so I decided to check it out.  And since it's so simple I ...