This was a simple formula – so simple it was possible to cram the first two games into Game Boy Color ports – but they were absolutely impossible to put down. Eventually, you’d also run into other empires, and need to do battle with their generals and capture their castles. Then you’d build an army from the units that were available to you, and wander around a large map, collecting treasure, fighting mobs of fantasy monsters, and collecting experience and artefacts. You couldn’t engage in diplomacy or trade, but you did need to build up cities and ensure that you had ownership of enough mines and resources to buy the higher-end buildings (as that was how you scored yourself the best and most powerful units). The empire-building side of things was simple but effective. What made these things so great was that they were an excellent blend of basic empire-building, and turn-based RPG combat. However, most of us oldies have fond memories of booting up DOS for a session of the original Heroes of Might & Magic, or losing months at a time to Heroes of Might & Magic III. If that name doesn’t really ring a bell for you, don’t worry, as you’ve got to go back a very long time to arrive at the last entry in this series that was worth a damn. One of the great pities about Ubisoft (it’s a very long list) is that it owns the Heroes of Might & Magic license. The lack of chatter about it leaves me worried that the game’s going to draw less attention than it deserves. It’s releasing in September, and from what I’ve been playing of it, it’s excellent. We should be talking a lot more about The Dragoness: Command Of The Flame, because it taps into something that we don’t see nearly enough of anymore.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |