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.
6346821NoneThe Necropolis' Altar of Eternal Servitude lets you recruit your creatures who have fallen in battle. It's like they never even died (again)!
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.
The Mother Namtaru will see you now.
Sabotage requires a special skill, however, which you can find in the expansive and revamped hero ability tree. Rather than making abilities dependent on skills, as in Heroes of Might and Magic V, the ability tree is divided into magic abilities, might abilities, and heroic abilities. Magic abilities (divided into six schools of magic) consist almost entirely of spells that you cast in combat to buff your allies, damage your enemies, or summon new creatures. Might abilities (divided into five categories) include war cries that can be used similarly to spells, as well a broad swath of noncombat abilities that let you, for example, walk farther in a turn, find more resources, confer the benefit of your experience to fellow heroes, or increase many hero attributes. Both might and magic abilities are unlocked with skill points that your heroes earn with each level, and the abilities are divided into three tiers that unlock when your heroes reach a certain level.
The vast majority of abilities are available to all heroes, and choosing one never locks out another. This system gives you more freedom to develop your hero than in past games, allowing you to specialize or generalize at any point along the way. There are restrictions, however. Heroes have an affinity--either might or magic--and they can only access the powerful third-tier abilities within their given affinity (some artifacts are also restricted by affinity). Furthermore, certain factions don't have access to certain schools of magic, and each faction has a unique faction ability that can be periodically used during combat to buff allies (Sanctuary), summon new creatures (Inferno), or resurrect the dead (Necropolis). Heroes can also earn a reputation through their actions (what spells you cast, how you treat fleeing armies) to eventually become aligned with the path of blood or tears. Progress down these paths grants new abilities that are unique to each faction as well.
The Curse of the Netherworld steals health from your enemies and gives it to you.
All of these varying abilities can be daunting, initially. When you add the abilities conferred by dynasty traits and weapons (more on your dynasty shortly), as well as the potential to equip up to 13 artifacts, there is a lot going on with your hero. Though every ability will tell you what it does when you mouse over the icon, some abilities mention status effects or other consequences that are only explained elsewhere. The case with creatures is similar; you can find out about a creature by right-clicking on it, but if you're trying to decide which creature to upgrade first, even the bestiary (accessible only from the main menu) won't tell you the upgraded stats unless you've encountered that creature before. Most of the information you need to make smart decisions in Might & Magic Heroes VI is somewhere in the game, but it's a shame it isn't more easily and universally accessible.
Though the strategic nuances may take some time to discover and master, it's easy to enjoy the game right from the start. A tutorial campaign gets you started with the basics, providing pop-up hints that ease newcomers into the mechanics of exploring, fighting, and building. The town interface has received a visual overhaul but retains the simple tiered structure that makes it easy to learn about each building, evaluate your construction priorities, and plan your future developments. You can drag small buttons from the town menu into the bottom-right corner of the screen to create some helpful shortcuts, but the most helpful streamlining comes in the form of creature recruitment. In previous games, you had to caravan creatures from your various towns to a single point or simply go on a tour of your whole kingdom if you wanted a strong army. In Might & Magic Heroes VI, you can recruit a given type of creature from your kingdom-wide production pool in any town that produces that type of creature. This is an immense time-saver, and it makes the aforementioned forts even more valuable as strategic outposts.