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| Heroes of Might and Magic V - Complete package Windows |
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| CD-ROM, Windows, Rating Pending, Games - strategy / tactics / wargame |
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Lowest Price: $12.97 at J&R |
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Average Overall Rating:
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7 Ratings ,10 Reviews |
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Average Overall Rating: 7 Ratings,10 Reviews |
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By Scott "Thrawn" Allen 2006-10-11 00:00:00 0 out of 0 found this reivew helpful |
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A WWII Real time strategy game from Relic that includes destructible environs, smart infantry AI, and a beautiful system for controlling territory. It takes many mechanics from the Dawn of War RTS but refines them and makes them work in a WWII... (Read full review at ConsumerREVIEW)
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| Pros: Awesome graphics and sound. Very easy to adapt your army in response to new situations that arise. Micromanaging your troop units is extremly fun, even though it is completly uneccessary. The resource system allows you to focus on battling. No overly com |
| Cons: The only weakness I really see is when controlling vehicles. They have some pathfinding issues when you try to move more than one at a time. This is relativly minor, and you won't really have a lot of tanks in the single player campaign anyway. |
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| "best game going" |
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By literacola 2006-09-04 00:00:00 0 out of 0 found this reivew helpful |
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get it out on the mac peeps, come on. but seriously this is a great game, just like heroes 3 just with cooler looking units and overall enhancements across the board. (Read full review at CNET)
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| Pros: nice graphics, units cast spells |
| Cons: not for mac! |
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| "Amazing Game." |
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By Goatfish_Master 2006-05-18 00:00:00 0 out of 0 found this reivew helpful |
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This game is amazing. I am glad to see that the might and magic world has not died. I am a very old fan. This game is a definate must for all heroes fans. (Read full review at CNET)
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| Pros: Plays like the originals. Very true to the series. |
| Cons: The lack of random maps is a drawback but it is easily overcome. |
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0000-00-00 00:00:00 0 out of 0 found this reivew helpful |
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At the end of 2006 I was playing Heroes 2 (for the umpteenth time in the last ten years). Then I was given Heroes V and turned to that with great enthusiasm. Not entirely misplaced for the game is visually most attractive, Yet after two weeks, I find (Read full review at CNET)
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-- Maxpc Expert, Maxpc 0 out of 0 found this reivew helpful |
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| Heroes of Might and Magic V The access-all-areas fantasy strategy game is back again with a wonderful facelift, but its problems are more than skin deep. As game concepts go, Heroes of Might and Magic is just cheating. It steals the best features of several genres and brings them together in a fantasy world that’s so full of clichés as to be charming. At the forefront of the game are the heroes under the control of you and your opponents, who level up as you play, in that manner that’s so rewarding in MMOs and RPGs. The heroes lead and support armies that do the fighting, which occurs in the same way as turn-based strategy games. The armies are recruited from cities under your control, and since developing hamlets into impregnable cities is always fun, that features too. Regrettably little’s changed in the series since the original Heroes of Might and Magic was released 11 years ago, but while time may have withered this game model, it’s still palatable. Now that’s magic When Nival Interactive started its work, it must have been aware that the essence of the original game was gradually disappearing with each sequel, and its aim of recapturing this is evident as soon as you start playing. From the flashy intro sequence and menu to the atmospheric music, the game oozes almost as much class as a game about humans fighting demons, fighting elves fighting the undead, fighting troglodytes fighting magicians can possibly ooze. It’s all consistently lovely looking too, with cute animated creatures and wonderfully realised cities. The cutscenes are the only weak point, frequently consisting of heroes with some form of spellcasting Tourette’s volleying off nonsensical twinkly effects as their models stand next to each other and you hear (but don’t see) them speak. This isn’t much of a loss, though, since the plot’s neither the focus of the game, nor particularly good. There is a lot of it though, and over the game’s singleplayer campaigns (one for each of the six races) you’ll meet dozens of characters that it’s hard to see as anything more than bots. The missions are gripping though, and provide a chance to get attached to a single hero and watch them grow from a weakling to a legend as you play. Multiplayer has also been expanded: you can have battles without any of the larger-scale RTS trappings, and big games now have the excellent Ghost Mode, but that that’s the only real innovation here. Quintin Smith This article first appeared in PC Format Issue 189 - September 2006 Click Here to Shop Format page for printing Email article to a friend ...
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-- Maxpc Expert, Maxpc 0 out of 0 found this reivew helpful |
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| Now that’s magic When Nival Interactive started its work, it must have been aware that the essence of the original game was gradually disappearing with each sequel, and its aim of recapturing this is evident as soon as you start playing. From the flashy intro sequence and menu to the atmospheric music, the game oozes almost as much class as a game about humans fighting demons, fighting elves fighting the undead, fighting troglodytes fighting magicians can possibly ooze. It’s all consistently lovely looking too, with cute animated creatures and wonderfully realised cities. The cutscenes are the only weak point, frequently consisting of heroes with some form of spellcasting Tourette’s volleying off nonsensical twinkly effects as their models stand next to each other and you hear (but don’t see) them speak. This isn’t much of a loss, though, since the plot’s neither the focus of the game, nor particularly good. There is a lot of it though, and over the game’s singleplayer campaigns (one for each of the six races) you’ll meet dozens of characters that it’s hard to see as anything more than bots. The missions are gripping though, and provide a chance to get attached to a single hero and watch them grow from a weakling to a legend as you play. Multiplayer has also been expanded: you can have battles without any of the larger-scale RTS trappings, and big games now have the excellent Ghost Mode, but that that’s the only real innovation here. Quintin Smith ...
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-- CNET Expert, CNET 0 out of 0 found this reivew helpful |
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| It's been years since the last game in the illustrious Heroes of Might and Magic series. In that time, New World Computing, the venerable developer of the Heroes games as well as the Might and Magic role-playing series it spun off from, shuttered its doors. So the fate of subsequent Heroes games became uncertain at best, until publisher Ubisoft announced that it nabbed the rights to the Might and Magic brand last year. Then the question became one of quality. With development reins now in the hands of Moscow-based Nival Interactive, was there any chance that the next Heroes of Might and Magic could stack up to its predecessors? Apparently, yes. Underneath the fancy 3D graphics of this latest Heroes game is an underlying design that's very similar to that of the series' popular favorites, parts II and III. Even a lot of the stylistic touches, which fans probably expected to get lost in translation, are intact here. So, despite some bugs in the retail version, Heroes V comes across like an enhanced remake of a classic. Or if you're unfamiliar with the series, you should know that this is an addictive strategy game with a lot of depth, personality, and lasting value. Best to carve out a good chunk of spare time. Heroes V is just about as fun, addictive, and long-lasting as the series has ever been. The basics of Heroes V are the same as ever. You must command unique hero characters and their armies to explore maps filled with treasure, hostile enemies, castles, and much more. As heroes win battles and gain more experience points, they level up, which grants them new skills and abilities and also makes their armies even stronger. You'll also be taking in various resources with which you'll be training more creatures, as well as expanding your castles to support an ever-growing military and to stave off aggressors. Consider that you can have multiple heroes and castle types to manage, various subquests to undertake, a whole separate subterranean area to explore, and multiple enemy heroes to contend with all within a single scenario, and it should be clear that there's a lot to think about in Heroes V. Good thing this is a turn-based game. Heroes V presents an intriguing and diverse cast of heroes and creature types to play around with. There are six playable factions, each of which should be more or less familiar to Heroes fans. They'll find a few omissions (the barbarians and their war boars and behemoths are notably absent, for instance), but the game still runs just about the whole gamut of fantasy archetypes: elves, undead, demons, wizards, and knights in shining armor are all in here. Each faction has its own colorful heroes, creatures, and castle type, and while the underlying gameplay is similar no matter which faction (or factions) you're controlling on a given map, each one has distinctive differences. For example, demonic heroes can gain the power to make many of their brethren units summon reinforcements, allowing them to overwhelm the enemy through sheer numbers. Meanwhile, undead heroes may raise some percentage of their defeated foes as skeletons, and they may also bring some of their own fallen creatures back to un-life after winning a battle. These types of nuances aren't vastly different from what's been offered up by previous Heroes games. But Heroes V introduces many new skills and abilities, giving you more decisions about how to develop your characters as they get stronger, and creating more variety overall. It's too bad that the game's interface and manual don't do a better job of making all the variety more transparent. For instance, many creatures have unique special abilities that are listed in the game, but not explained. What exactly does the horned overseer's "enraged" ability do? Figure it out. Some special artifacts you find have no descriptions either, as if just having an important-sounding name makes it worth wearing a special helmet. Fully 3D graphics are new to Heroes of Might and Magic, but thankfully the game's comical fantasy style carried over. You'll have plenty of time to ponder these types of things since there's no shortage of sheer hours of gameplay in Heroes V. The bulk of the game consists of six interconnected sequential campaigns, each containing five missions--and most missions take more than a few hours to complete. The campaigns let you spend plenty of time focusing on each of the game's different factions, and they're sprinkled with decent 3D cutscenes that weave an engaging-enough story, which should help keep you going even when the missions get tough or start to drag on in spots. It's also nice getting to carry the same hero character through a given campaign, though you might be a little frustrated at having to rebuild your armies practically from scratch every time. Nevertheless, the campaign missions are generally interesting and well designed, in spite of their occasional rough spots or seeming imbalances. Don't necessarily expect a gradually gentle increase in difficulty. You'll find that the campaign missions vary quite a bit in terms of challenge. You can choose from three difficulty settings for the computer's artificial intelligence, but a scenario's difficulty often comes from resource constraints and other factors, so the aggressiveness of enemy heroes isn't the only thing to worry about. Overall, the game's AI is pretty good, offering up a respectable challenge under most normal circumstances, but acting rather bone-headed under special circumstances. So no, the computer isn't as unpredictable or as intelligent as a human player could be. Heroes of Might and Magic V Review of Heroes of Might and Magic V (PC) In addition to the campaigns, Heroes V features a number of stand-alone scenarios, each of which is given context with fully voiced 3D cutscenes much like in the campaign missions. You can also opt to play the multiplayer maps against the computer, or against other players in a hot-seat mode, over a LAN, or online through Ubisoft's ubi.com service. Turn-based games such as this don't necessarily lend themselves well to online play, but Heroes V makes a few efforts to speed things up by offering options for quick stat-based combat resolution, timed turns, straight hero-versus-hero duels, and something called "ghost mode." In ghost mode, you get to control ghost units during your opponent's phase, and you'll use these guys to muck things up for everyone else. Ghosts can be used to tamper with enemy units and resources, but more importantly, they give you something to do when you're waiting for your next turn to come around. As for the duel mode, it lets you throw two high-level heroes and their armies against each other, if you're looking for relatively quick multiplayer fix. Combat in Heroes V strikes a good balance between simplicity and depth. Multiplayer still doesn't seem like it'll be the main draw of this game for most players, since even just the few seconds it takes for the computer to resolve its turn in a typical single-player match may test your patience. But these additional options are certainly welcome. Unfortunately, the online multiplayer seems to have some connectivity issues out of the box, as version mismatch errors and disconnects seem to be a real problem (and even if you don't run into those, you'll have to cross your fingers that your opponent will be willing to stick around for an entire match). At least there's really no shortage of content to explore in Heroes V, though on top of the online issues, the game is notably missing a scenario editor for making your own missions. When you're not exploring the map in Heroes V, which can take a surprisingly long time on one of the bigger maps, you'll be in combat. Again, the combat mostly stays true to the classic Heroes formula by pitting your forces on one side against the enemy forces on the other side. You then trade turns with your opponent and move your creatures based on their initiative. A single creature with a number on it represents a "stack" of that many creatures, which moves and attacks as a single unit. Faster units strike first, but most units on the receiving end get a chance to retaliate (if they survive), forcing you to be careful about which enemies you attack, in what order, and even from which angle (there can be terrain obstacles to take into consideration, as well as your army's luck and morale). As for the heroes, though they can't be attacked directly from their position on the battlefield's sidelines, they still get to participate in battle by striking enemy units, casting spells, or using special abilities when their turn comes up. There are around a hundred creature types overall, and they all have their own unique properties. How well they fight noticeably depends on the powers of any heroes involved in combat, and this makes for some complex and fun-filled battles. Yet these creatures are very simple and easy to control just by pointing and clicking with the mouse and using a few keystrokes. The combat does have a few minor problems. During castle sieges or when some of the flashier spells are firing off, the frame rate can bog down pretty badly, though this is only a cosmetic issue due to the turn-based nature of the game. What's more of a distraction is the initiative bar scrolling across the bottom of the screen, which generally helps you to see which unit has a turn coming up next. If you accelerate the default speed of the combat animations (after some number of hours, you'll certainly want to), the initiative bar can't quite keep up, so you might get confused as to whose turn is next when you're rapidly clicking through a typical battle. Another minor-but-noticeable flaw is that the result of each combat action is given away in the initiative bar before the combat action plays out onscreen. For instance, if you were to make 200 peasants attack five arch-devils and only one peasant were to survive the counterattack, you'd see the number of peasants drop from 200 to one in the initiative bar the very instant you clicked to attack the devils. This ruins the surprise of the little combat animation that subsequently plays out, but it's not that big of a deal. One other superficial issue with the combat is that, for as great as many of the 3D units look up close, the camera angle during battle is mostly static and manual control over the camera angle is awkward. You'll end up viewing the battles from a raised, isometric perspective, rarely getting to appreciate the detail that went into all these imaginative creatures. At least you get a nice close-up look at every creature when you double-click on its portrait. Longtime Heroes fans should also appreciate that, despite how pretty the 3D units and castle graphics are, there's still some great-looking hand-drawn artwork in the game. Too bad we can't show you a screenshot of how great the operatic soundtrack is. A fantastic presentation helps make the hours you'll likely spend with this game seem to fly by. In addition to the bright, colorful 3D graphics, the musical score in Heroes V is a real treat. Consisting of orchestral and operatic pieces, the soundtrack does an excellent job of setting the tone for the game and even for each individual faction. The tracks also blend well from one into the next, though in practice, by frequently switching between combat, exploration, and castle management, you'll end up hearing the beginning part of each track over and over. The rest of the sound effects are fine, and while the hammy voice acting during the cutscenes isn't exactly award-worthy, it fits the game's half-serious tone well enough. Diehard Heroes fans will find other things to nitpick about in this latest game in the series, but taken on its own merits, Heroes of Might and Magic V is a big, deep, lavishly produced turn-based strategy game that's got a lot of great qualities. And that's especially good news considering this series very nearly died off altogether. Skeptical Heroes fans, as well as anyone looking for a fun, long-lasting turn-based strategy game, will likely be pleasantly surprised by this one. ...
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-- GameSpot Expert, GameSpot 0 out of 0 found this reivew helpful |
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| Might and Magic has a long legacy on the PC as a role-playing game series that, along with Ultima and a few others, set the standard for quality adventure games--and then helped maintain those standards for years. However, the new mobile version of Might and Magic isn't a role-playing game; it's an action adventure game. But more importantly, it features all the depth and high quality for which the Might and Magic series used to be known. Gameloft has essentially created its own Legend of Zelda with this game, which represents an excellent action adventure offering with role-playing overtones. Might and Magic isn't an RPG like its PC namesake, but it's still quite an adventure. Might and Magic centers around Ewan, an earnest fighter who is out to save his kidnapped king. He meets the elfin archer Lorean and the changeling Kayu early on, and from there, the plot twists and turns like a medieval soap opera. The story is told via sequences that are presented between levels filled with inspired dialogue and Braveheart -style war scenes. The game is spent juggling between the three characters, solving puzzles, and battling enemies, like bats, zombies, and ogres. The story is linear, but the levels are vast. Even the first level is significant in size, and each subsequent one only grows more complex from there. The most striking aspect from Might and Magic's collection of many strong qualities is its graphics. You view the action from an isometric perspective, like in Diablo or other action RPGs. As you explore, you'll see a lot of great detail, such as lava bubbles that appear beneath your feet; rocks that seem to show years of erosion; and ogres that take up most of the screen with their attacks. The bright, crisp colors add to the game's beauty. The animation is top-notch, even when there are several things happening at once. The sound is surprisingly minimal, but it's effective just the same. There is no music. Sound effects, however, are strong and appropriate--like when finding a new magic item or defeating a foe, for instance. The actual screen layout is ergonomically perfect. All major information is regulated to the top of the screen, thereby taking up very little of the game area but still remaining detailed and clear. The left corner shows a sharp profile of your current character, followed by hearts that represent health. Next is a power-up meter, followed by an icon showing the currently readied item or magic power. The graphics, sound, and overall presentation are all top-notch. Might and Magic's controls take a bit to adjust to because of the isometric view. Key 1 makes Ewan jump, while 3 uses the current character's item or special power. Items and powers are selected by pressing 7 or 9. Key 5 executes an attack, whether it's by sword (for Ewan and Kayu) or by arrow (for Lorean), and it can be held down for charged attacks. Key 0 switches between characters when more than one is present. Complication enters the picture whenever movement in the game is involved, because the cardinal directions are at angles. You basically have a choice between two control setups: A, which assigns the diagonally-up-right direction to key 2, or B, which assigns the diagonally-up-right direction to key 6. The other keys are changed accordingly. Movement becomes fairly intuitive after a few games, but it would have helped if Gameloft let players assign their own keys as opposed to having them choose one from only two set options. For instance, some may prefer having the corner keys (1, 3, 7, 9) as the diagonal buttons. 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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-- GameSpot Expert, GameSpot 0 out of 0 found this reivew helpful |
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| Heroes of Might and Magic: Quest for the Dragon Bone Staff is one of the few PS2 strategy games. While the game is similar to New World Computing's long-running PC series, the game has been given a bit of a face-lift in an attempt to make it a little more palatable for console players. Even though the formula and concept, whether or not they've gotten better or worse, are still up for argument, the console version of this strategy staple has several considerable redeeming points. The hero you select at the start of your journey, be it barbarian, paladin, knight, or sorceress, never appears during your journey, except as an iconic representative of your location on the world map. The differences between the characters are minor, but some are better moneymakers or magic users than others. You're limited to only the one hero, and even though you have the occasional nifty spells and leadership modifier, they have no direct effect on your army's success in battle. It's a bit of a shame the hero is always a no-show, since picking the barbarian sure gives the impression you'd be kicking some dragon tail firsthand and picking the sorceress implies maneuvering her to inflict some nasty fiery death. The absence of the hero on the battlefield strikes one as especially odd considering the game's title. After chuckling at the game's name and popping in the disc, the first thing that PlayStation 2 owners will notice is that much of this game is just plain old ugly. The units aren't much to look at, the world map is often far too bare and plain, and loading times are a bit of an annoyance when you try to access those much-needed army-status, world-map, and character-status screens. While there are varied battlegrounds reflecting the area of the current encounter, they're all far too bare and simple, with only a rock or two thrown in for measure. Sound effects, be they sword clashes, grunts, or blows, are decent and competent. The opening FMV sequence is just as unimpressive and tells an uninspired tale, in traditional sword-and-sorcery fashion, of a kingdom needing a mystical staff to destroy an evil dragon and elf wizard. To accomplish this task, you'll hire an army from the units available at the castle, in dungeons, forests, plains, and hills, and wage war against rival castles inhabited by villains across the land, many of whom have a bounty on their head. So the game boils down to raising capital by defeating villains and vanquishing foes to pay for magic training, more troops, and gear (like boats). The action gets a bit repetitive as you move from area to area, killing anything you see--just to build bigger and better armies. However, there's some enjoyment to be found by experimenting with units in order to find the optimal combination of power and morale. Sometimes this can be as much fun as completing your objectives. To find the hidden dragon bone staff, you'll have to clear all the elements of the puzzle map, which is made up of artifacts and villains you'll find along the way. The quest is very straightforward, and while you can go about accomplishing the tasks in a linear fashion, you're free to roam wherever you desire on the first continent, and you can move on to others as soon as you find the appropriate seafaring charts. If some of the series' conventions hadn't remained constant, players of PC titles wouldn't be able to readily recognize this game, since so much has changed in this console translation of the franchise. Movement on the overworld map is now in real time instead of turn based, making exploration via foot, horseback, or ship painless. Encounters aren't strictly mandatory--you're able to see enemies on the world map and avoid them if necessary. Of course, your score and cash flow are mainly dependent upon your success on the battlefield, so you'll want to clash swords as often as possible. Part of the annoyance in Heroes is that the enemy encounter areas don't replenish as time goes on. This does, however, make completing your tasks, capturing all the villains, and finding all the artifacts easier than it would be if the monsters were constantly respawning. While the package isn't visually impressive, the fun of combat is where Heroes shines. Each of the units is represented by a very large, polygonal character model, complete with choppy attack animation routines. Unlike your units in the very rigid structure of the Heroes of Might and Magic PC versions, your units in the PS2 version can negotiate terrain very fluidly, casting aside the harsh chess-styled movement in favor of a more analog approach. The grid overlay on the battlefields serves only for gauging distances and range, without hampering your control over the action. The aforementioned attack animations, as poorly executed as they are, are brief and, better yet, can be skipped with a tap of the attack button, simplifying combat to a fast-paced hackfest. The different units available are diverse and fun to experiment with. Demons, giants, trolls, archers, ghosts, and many other forces possess individual talents that you will want to try out firsthand. The many elements of Heroes of Might and Magic make for a satisfying strategic combat system that entertains as well as challenges. Overall, Heroes of Might and Magic: Quest for the Dragon Bone Staff has a few surprises and some significant flaws. While die-hard strategy fans and extreme fans of the Heroes series on the PC might get a kick out of this one, it's really a rental at best. ...
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| Heroes of Might and Magic V - Complete package Windows |
| $12.97 - $12.97 |
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| Heroes of Might and Magic V - Complete package Windows Full Description |
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In the renowned Might & Magic universe, demon swarms spread chaos over the land in a relentless assault. The fate of the world is at stake and Heroes from a variety of legendary factions must stand up to defend their causes. Live their fate, lead their forces to victory, and unveil the secret goal of the Demon lords. |
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