For more than a decade and a half, the Heroes of Might & Magic
series has offered players the chance to adventure through fantastical
worlds while training heroes, developing towns, and building armies to
explore the realm and conquer their enemies. The turn-based titan
returns in Might & Magic Heroes VI with the same engrossing and
rewarding gameplay that its predecessors served up so well. New
creatures, spells, and a lovely new faction help make this visually
vibrant game feel fresh, while the restructured skill tree and new
dynasty mechanic make hero development more flexible. Progressing
through the five lengthy campaigns can drag at times, which is something
the new quick combat feature both ameliorates and exacerbates. And the
diverse tactical considerations can outpace the game's ability to
explain them properly. But the addictive rhythm of building, fighting,
and exploring is as powerful as ever, making Might & Magic Heroes VI
another compelling entry in this storied series.
Whether you play one of the campaigns, a one-off game, or a multiplayer
match, you must choose from one of the five factions. Each faction has a
different town in which it can construct unique buildings and recruit
seven faction-specific creature types. The medieval Haven, hellish
Inferno, and ghoulish Necropolis factions will be instantly familiar to
veterans of the series, as might the snarling Stronghold faction
introduced in Heroes of Might and Magic V: Tribes of the East.
The Sanctuary faction, on the other hand, is entirely new and makes a
great addition to the existing roster. The blue and green temples of a
Sanctuary town feature the curved eaves of Japanese pagodas and sit atop
flowing waterfalls. The creatures also draw on Eastern inspiration,
including slithering, four-armed samurais (kenseis) and ethereal,
kimono-clad water spirits (snow maidens).
Regardless of which faction you choose, the creatures are all richly
detailed and appealing. Some examples include the hulking, skull-fisted
jaguar warriors (Stronghold); the floating, feminine radiant glory
(Haven); the corpulent, spike-limbed breeder (Inferno); and the
desiccated, sphinxian lamasu (Necropolis). The creatures and buildings
of a given faction share a strong artistic theme, creating a great sense
of cohesion among the ranks and a strong visual opposition between
rivals. This artistry also extends to neutral creatures, buildings, and
environmental elements that litter each map. The lush forests of
Sanctuary regions, the cavernous Inferno depths, and the gloomy plains
of Necropolis territory all offer new visual treats for the intrepid
explorer.
Into these realms you go, guiding one or more heroes down pathways
littered with free-standing creatures, resources, artifacts, and
buildings. Though there are only four types of resources (wood, coal,
crystal, gold), the variety of artifacts and buildings continues to
provide new sights, even hours into the game. Buildings can offer
temporary or permanent attribute boosts for your hero,
resource-producing mines, challenging arena fights, and a glimpse of
distant lands, to name a few. These places can be visited by any hero,
and mines can be claimed by a faction. However, rather than simply
walking in and flagging a mine as you could previously, you must now
control the surrounding area, which requires capturing the town or the
fort that controls the region. Defending regions rather than individual
mines is a much more logical and viable strategy, though your enemies
can still disrupt your production by occupying or sabotaging your mines.
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