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Heroes of Might and Magic V is a turn-based strategy game based on the Might and Magic fantasy universe. And like any good game of the genre you will be able to find knights, wizards, and all kinds of medieval weapons and objects that will help you to build a more powerful army.
This is the fifth installment of the famous saga started in , as a spin-off of Might and Magic, and became an instant success due to how they managed to combine role-playing elements with turn-based strategy.
The real characters of the game are the heroes that, together with a large number of creatures, form the army that you will have to control. Heroes of Might and Magic V has a playability that is similar to the third installment , in which the heroes don't act directly in the battle, but can launch spells.
The core of the game then, is just about right. Let's move on then to the most controversial area in a game of this nature, namely: combat. The battle sequences may have had a graphical facelift, and the combat maps are not as claustrophobic as in previous incarnations of the Heroes series, but combat, it has to be said, is still as singularly unexciting as it ever was.
You can, if you wish, activate auto combat to get things over quickly, but even when you appear to be evenly matched with your opponents you will lose more often than not with this option, so taking control of things yourself is the only way forward. Admittedly, battles become more exciting later in the game when your heroes have advanced skills and spells, and strategy becomes more important in order to win, but after the incredible combat sequences in Etherlords , Heroes Of Might And Magic IV feels decidedly flat in this department.
Does it matter? To be honest, no it does not. The most important thing about Heroes IV is everything matters. Every structure you build in your towns, every skill and school of magic you choose for your heroes, every key landmark you conquer on the map.
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