Thursday Aug 11, 2022

Hands-on Preview of Might & Magic Clash of Heroes

The summer drought is just around the corner. Everyone is abroad, soaking up the rays on a crowded beach in Mallorca or being crushed in an awesome Mosh pit festival. No one is interested in games, so no one publishes them. Pack your bags and book the next return flight, because Ubisoft is about to launch an absolute stopper of a game on the DS.

The game in question is Might & Magic: Clash of Heroes, a turn-based puzzle/strategy/RPG hybrid with fantastic anime art style. It is unique, curious, devilishly addictive and, most importantly, easy to learn, but difficult to master.

If you think, wait, I’ve already heard about Might & Magic, it’s not a hardcore PC game or something, then you’d be right. The Might and Magic series began thousands of years ago, in 1986, with Might and Magic Book One: The Secret of the Inner Sanctum. It was a role-playing game with a Middle-earth-style map on the box. Since then, a number of sequels and spin-offs have been released, each of which presents fantasy in its own way.

However, Clash of Heroes marks the reinvention of the franchise on DS. Ubisoft has entrusted the little-known indie studio Capybara Games, based in Toronto, Canada, with the development tasks and will prove to be an inspiring decision. My DS has held a preview version of the game in a poignant seemingly on one floor for about a week now. Every journey is flying now as I play a action of heroes. But why ? It’s hard to describe, but since it’s my job, I think I should try.

It is a turn-based strategy game at its core. The actionfield is divided into two parts: the lower DS screen is the place where your army is aligning, and the upper screen is the place where your opponent’s army is aligning. In each round you have a limited number of moves to organize your units of the same color in chains of three. Align three green units vertically and they will form a chain and start a countdown to strike by striking arrows in a straight line in the column. Align three green units horizontally and they will form a defensive wall that absorbs strikes. The idea is to reduce your opponent’s life point bar to zero before he does it to you. Simply.

The genius of Clash of Heroes is its depth and the way it facilitates you in its nuanced and wonderfully balanced competitive gameplay. If you are smart, you will remove one unit from the actionfield, drop the units over it and form a chain, thereby recalling the movement you just used. If you are smart, you will see how to remove units in this way, so that elaborate strings are formed as efficiently as possible. If you are smart, you will begin to see the actionfield, which can become extremely complicated and crowded very quickly, as Neo sees the Matrtix: as an arrangement of colored objects that must be managed with a set of rules to decide your opponent before being determined yourself.

Clash of Heroes might be a surprise delight on DS.

There is also a lot of variety. There are elite units (which need two units of the same color behind them to declare themselves), Master units (which need four units behind them to declare themselves) and types of heroes (which need a certain number of rounds before they are available). And they are all different, depending on which race you play-elf, human or demon. Anwen, the hero you play during your few hours has elite striking as his type of hero. Once loaded, he fires a single arrow at the desired column, causing great damage. Its wall capacity is the forest walls, which generate an HP at the beginning of each round.

That’s probably enough to make Clash of Heroes great, but so many elements from other genres overlay the basic gameplay that you can’t help but think that there’s always something to tinker with. There is a completely star-shaped story mode, a somewhat heartbreaking story of elves, knights and demons, all action in a devastating debate for the precious binding blade. There is a world that you can explore from top to bottom – you move your hero left, right, up and down along predetermined routes, talk to NPCs, collect main quests and side missions, and in some areas you will be striked by random action. In addition to all this, there is the RPG page on the procedure–your hero will level up if you win action and get experience points, just like your units. There is a strategy for choosing the units to be used on the actionfield, and the elite and champion units with which they can be supplemented.

The money must be spent to replace lost elites and champions. The soundtrack is whimsical, the artistic style can be as sweet as the anime fantasy. It’s like Capybara took Heroes of Might and Magic and merged it with Puzzle Quest and added a touch of Final Fantasy. The result is a brew perfectly matched to the DS. The fact that there is a pair-against-two player mode makes it even more compelling.

It’s not that you solo through the story – it will be quite difficult. As I said, easy to learn, difficult to master. The game is almost blizzard-esque in this way. The half hour in which the story opens will make the procedure easier for you, teach you the different possible chains and how to make them more powerful. But it won’t be long before you find yourself facing opponents higher than you, who need some real thinking to defeat, who, we dare say, demand a grinding spot before they are striked.

The majority of this game journalism lark writes wot we fink about the biggest games. What we tend not to do as much as we maybe should is defend smaller titles that don’t get the marketing budget that blockbusters enjoy. That’s what I’m doing here. I’m defending a DS game that deserves your recommendation. Listen DS – owners: Might & Magic: Clash of Heroes might be one of the best DS games, if not the best DS game of 2009.

Trina A. Truitt

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