Gameloft seemed to have predicted any possible challenges, though, because Might and Magic makes a serious, quite remarkable effort to make you feel right at home throughout the game. When a new item is acquired, a brief interlude gives you the information on how it is used. Often when confronting a unique obstacle, a small icon will highlight where you should be located to resolve the situation, in addition to revealing what key to press. Then, as the game progresses, the hints trail off, eventually allowing you to fend for yourself.
The puzzles themselves are interesting and challenging, rivaling comparable titles on consoles. The game begins with traditional Zelda-inspired challenges, like having to move the correct blocks to open passageways, as well as having to either hit switches or destroy all enemies to get a specific key. Later areas require some considerable thought and, in some cases, switching between different characters. For instance, one area is blocked by iron gates, and, despite the numerous floor switches, the doors can't be opened. To get through, you must move Kayu to the first gate and then have her transform into her fog form. However, since she can't move in that form, you must use Ewan's wind power to blow her through the crevices of the gate. This is surprisingly interesting stuff.

The adventure is hearty for the cell phone, and it lasts a good several hours.
Attacking enemies requires creativity as well. The electricity-shooting zombies only fire in the cardinal directions, so hitting them at an angle is the key to survival. The huge ogres are more difficult to contend with, because they spin their maces whenever you get close. Initially, you must toss a torch at them to knock them down, and then you can attack them while they're dizzy. Later, magic like Ewan's wind tornadoes can disable them. The ability to make little decisions like these gives the game a sense of freedom of choice, even though the adventure itself is linear.
The items are a hearty laundry list of RPG staples, like medicinal herbs for healing and hearts for a longer health bar. Ewan, in particular, finds useful weapons along the way, like iron boots that allow him to walk on spikes. The grappling hook is the item that is the most fun to use, because it can be used Indiana Jones-style to reach higher places and traverse bottomless pits.
Might and Magic is an addictive game that has that difficult-to-achieve balance between tough situations and appropriate reward. We didn't find a moment of unfair gameplay, and the more difficult areas--at least early on--were supplemented by excellent instruction. Basically, the game flows incredibly smoothly.
Gameloft has created one of the best cell phone adventure games ever--and it's one that's rivaled, ironically, only by its own Prince of Persia: The Sands of Time. Both are great games, but while Prince of Persia was an ode to its own heritage, Might and Magic is an ode to the action adventure genre itself.
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