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We have collected 6 reviews of the Might & Magic Heroes VI. Experts rate Might & Magic Heroes VI 7.1/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Might & Magic Heroes VI and PC games.
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. 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.
Raising huge armies of gnarled fantasy creatures, thundering across the loot-laden countryside, and thrashing the kingdoms of rival heroes in epic turn-based battles is still every bit as awesome as it was when I first dove into Heroes of Might and Magic as a kid. Don't let the name switcheroo fool you: Might & Magic Heroes VI primarily sticks to the franchise's roots. It's laden with all of the excellent nitty-gritty details that strategic fantasy warfare nerds like me salivate over, but it also incorporates some updates to the formula that may not sit well with the hardcore set. As great as the underlying gameplay is, a few heinous design missteps nearly kill the experience outright, especially Ubisoft's hideous Uplay requirements. At its core, the Heroes VI plays much like its predecessors, and that's a very good thing. The game still revolves around guiding your hero and their forces through massive world maps filled with shiny resources to harvest, powerful loot to equip, bands of monsters to slay, and enemy factions to stomp into the dirt. Capturing cities and expanding your infrastructure lets you recruit a menagerie of crazy-looking units to stock your armies with.
GamePro
10/2011
No longer available...
The Might and Magic series' long-running strategy-RPG gameplay is still a lot of fun. Yet this fun finds itself beset by a number of glitches, a lack of real strategy, and Ubisoft's insulting online strategy. Before starting my review of Might and Magic: Heroes VI, I looked at my Steam profile to see how many hours I'd put into Heroes of Might and Magic: V (Ubisoft has changed the name so that all Might and Magic games open with "Might and Magic"): 203 hours. Granted, I was laid off at the time, so I could devote myself as much as I wanted to it. And I genuinely love Might and Magic. But I'm laid off now, too, and I thought, "Do I see myself spending 200 hours with Heroes VI?" The answer: "Likely not." While Heroes VI does make some interesting changes to the 16-year-old turn-based strategy-RPG series (yes, folks, the first Heroes came out in 1995), and the game remains fun, I found some of my usual complaints with Heroes' gameplay more annoying than usual -- and that the horrible online system Ubisoft insists on using has sucked away too much of the series' charm. If your main hero flings spells, be sure to have an assortment that not only complement your faction but also provide you options in combat For the Griffin!
The changes to the Heroes formula for this latest iteration of the strategy franchise look dramatic on paper. Zones of control on the strategic map? Wide-open hero skill trees? Just three creature tiers? Boss fights? Madness! After dozens of hours with the game, though, it becomes clear that the ultimate effect of all of these departures is remarkably small. Might & Magic Heroes VI is a better game than Heroes V in many respects, but for all its re-envisioned systems it's really just another title in the franchise for better and for worse. Don't worry if you haven't played the other five games, though – this is as fine a time to jump into the series as any.The lowest-level building blocks of the game are intact: a strategic map with neutral armies guarding towns, forts, mines, artifacts, and treasure; tactical combat with stacks of creatures beating on each other while heroes fling powerful magic and abilities around the battlefield, and heroes growing to godlike power by leveling up and collecting items. I quickly fell back into the comfortable rhythms of building up my cities every day, recruiting troops out of them each week, and defending my empire from biweekly enemy incursions while conquering new territory as quickly as possible.
It looks like the Might & Magic faithful, having waited a full five years for a sequel to Heroes of Might & Magic V, will be in for quite a bit of grist for their favorite mill. Might & Magic Heroes VI, the upcoming (and curiously named) installment from Black Hole Entertainment, keeps to the series tried-and-true formula while adding plenty of little tweaks and some snazzy new content. Heroes VI's campaign starts you out controlling Duke Slava (much of the world seems to have an Eastern-European theme) as he tries to repel a sudden invasion of his lands with the help of some orcish allies. Apparently orcs aren't all bad -- a welcome nod to tolerance for all of the fantasy world's maligned races. And speaking of races, Heroes VI offers up a wide variety of hero types, creatures, and bad guys to deal with, from your standard swords-and-armor humans, to undead, to griffins, to some kinda weird amorphous blue stuff -- all of which you cam either fight or recruit, or both, depending on what role you choose. See (and this is a spoiler alert, so skip to the next paragraph if you want a clean slate), things don't go very well for ol' Duke Slava with regard to his continued major organ functions. You take on the role of one of his children, each of whom is associated with a single faction in Heroes VI's world.
Though it was just recently announced, Might & Magic VI Heroes (notice the name change) is on display at Gamescom in Germany in the form of a very brief demo. But before jumping into that we got some background on the game in development at Black Hole Entertainment. The first thing we were told about was the story, which takes place 400 years before the events that transpired in Heroes of Might & Magic V. Members of Ubisoft demoing the game said that the story won't follow the typical fantasy outline of a young boy who sees his family killed and takes up arms against those responsible. Rather, Might & Magic VI's story will be a bit more complex than that, revolving around five brothers and sisters who chose very different paths in life that will ultimately be reflected in how their individual campaigns pan out. Ubisoft representatives even went so far as to say that the game's story would have more in common with something like A Song of Ice and Fire series of books. As for the gameplay, the development team has spent a lot of time refining and attempting to perfect the formula that has made Might & Magic such a fan favorite over the years.
| Retailer | Information | Prices | |
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Might & Magic Heroes VI | $11.5 | See it |
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Might & Magic Heroes VI | $40.55 | See it |
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MIGHT AND MAGIC HEROES VI | $56 | See it |
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