![]() ![]() It is the kind of game that’s designed to ensnare your attention for long weeks, or months, or the rest of your mortal life, and the reverential passing of your savegames onto your next of kin come your death. It is huge and slow-paced and escalating in complexity. That’s pretty much it, in a sense, only the last thing HoMM6 (yes, I’m sticking with that) feels is simple and small. The game pings between zoomed-out movement of a handful of hero units around the levels and tile-based battles between the heroes’ armies. You raise an army and upgrade the heroes that lead it, you seize towns and resources from across a wide, explorable map, and you complete what could loosely be called quests but really are but one, usually mandatory facet of the real quest - for more money, more resources and more experience points. Might and Magic: Heroes VI, irritatingly and pointlessly renamed from the handy HoMM title the series has borne for years (that much I do know already), is a turn-based strategy / roleplaying hybrid. Hence, I must address you as if you, too, were ignorant regarding this series. There you go, anyway: I am writing this from a position of ignorance. Disclaimer, I guess: I don’t think I’ve ever played a Heroes of Might & Magic game before, somehow. These are some words that express how I feel about this videogame. ![]() I've spent the last week, on and off, peering at the latest in the Heroes of Might and Magic series. ![]()
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