Might & Magic Heroes VI Preview

In case you don’t think that the demo offers a complete picture and are interested into hearing some more opinions on Might & Magic Heroes VI coming from the second phase of the title’s beta, the folks at GamePlanet have you served with a hands-on preview. Here’s a sampling:

A prequel to the events of Heroes of Might & Magic V, the campaign moves around a fractured Griffin dynasty, formerly led by Duke Slava, whose five children have now inherited five different castle variants that form the basis of the interconnecting campaign arcs. These five variants will appear familiar to previous subscribers; Haven, Necropolis, Inferno, Stronghold and Sanctuary have all featured in some form or another throughout the history of the game, and at least half of the upgradable buildings and general content found within their walls will likewise bring back memories.

As for the other half, opinion may be divided. The entire magic system has seen a comprehensive overhaul, with the removal of Mage Towers and assorted city buildings that previously dealt in the expansion of a heroes magical abilities. Spells can only be found adrift in the terrain, or by allocating skill points after levelling, requiring heroes to augment their collection by exploration and combat. This further acts to balance magical abilities around the same level as physical ones. It’s clearly unlikely to mitigate the disparity found when desperately recruiting a new, low-level hero to form the last line of defence in a barricaded castle, but at least magical development can progress beyond certain tiers without a tiresome trip back to town.

As each town now features a zone of influence, mines and creature dwellings within this area cannot be permanently captured unless the town is likewise occupied by an invading army. It’s no longer necessary to play a tedious game of “flag the dwelling” when roaming armies skirt around borders snatching them back; merely increase defensive forces in the keep and the steady supply of resources is practically guaranteed.

In addition, and somewhat controversially, the resource system has been whittled down without mercy from a bountiful seven to a decidedly slimline four. Gold, wood, ore and crystals are now deemed sufficient to grow, organise and rule a kingdom of any size, the procurement of which is still dependent on combat victory, management of finite mines and processing facilities, as well as careful trade in market buildings. Resource acquisition seems less weighted as a consequence, and it’s rare to be entirely stalled without the ability to purchase anything, as was frequently the case in the past.

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