Review

Might & Magic Heroes VI Review (PC)

Before we start, let me state that this game is Heroes of Might and Magic VI, and not a new series of which we’ve all somehow missed the first five games. I don’t know why the title has been rearranged. It seems entirely pointless and arbitrary. Also, this game comes bundled with Ubisoft’s much maligned DRM. It can be played in an offline mode, but having the game connect to the Internet every time it starts up is nonetheless annoying and unnecessary and draconian I object to it on almost every level.

Now those points are out of the way, let’s concentrate on the game. Might and Magic: VI represents a slightly new direction for the franchise. The game has been streamlined somewhat since the fifth outing. The number of resources has been reduced from six to four – limited to wood, stone, gold and blue crystals. Additionally certain features such as the magic guild has been replaced by skill and ability levelling for heroes.

One good turn deserves another

Being new to the series, I shudder to think of what playing the older games must have been like. Even with the sixth games’ new, slimmed down look, this game is absolutely huge. There are six campaigns, each consisting of four-to-five maps, with each map taking a good few hours to play through. On top of that there’s multiplayer and custom scenarios.

Yet for all its enormity and complexity, Heroes VI is a remarkably simple game to learn. This is because the complexity of the game is in the amount of stuff it includes rather than rooted in the core mechanics. At its most fundamental level, Heroes VI is no more complicated than Age of Empires. You wander around the map, collect resources, build up your base and army and fight battles.

This isn’t to say the game is like Age of Empires, such a comparison would be absurd. Heroes VI is a turn-based experience, both on the main map and during battle. Given that turn-based games are generally Not My Sort Of Thing, I was surprised by how much I enjoyed playing it.

Much of this was down to the presentation of the game. The maps are large and littered with detail. Alongside resources to be gathered and enemies to be defeated, the maps are also filled with unique items to be collected, and things like signposts, campfires and rally-points which all give little boosts to your hero’s abilities and attributes.

When battle commences, the game switches to a small tile-based map, a little like Chess except in every way imaginable. For a turn-based, tile-based game, the battles are remarkably fluid and punchy. This is in part down to the unit's fantastic animations and the sheer number of individual units that are available throughout the game.

bridge! A bridge! My kingdom for a bridge!

Sadly, I can’t muster the same enthusiasm for the battles when considering them from a tactical perspective, mainly because they’re about as tactically engaging as a First World War general. It’s very much a case of big number beats smaller number. Armies are represented with individual units, with a number below the unit representing how many of that unit type you have. When you attack, the more units you have determines the amount of damage you do to an opponent, and the number of his units you kill. Only when all the opposing armies’ units are dead is the battle won.

There are a few basic tactics that are worth bearing in mind such as killing off healing units first. Also, utilising your hero’s ability wisely can speed up the resolution of a fight. Yet if the enemy’s numbers are significantly greater than your own, the best tactic is to scuttle speedily away whooping like Futurama’s Doctor Zoidberg (though I suppose the whooping is optional).

Still, they are fun, which is something that carries over to the game in its macrocosm. Also, when you look at the game’s bigger picture, more complex tactics emerge. Keeping your armies’ numbers up is a constant challenge, as even a small force can nibble away at your ranks. Luckily, you can recruit other heroes to your cause. At one point I ended up using my recruited heroes to form a constant supply-chain of units to boost my main characters’ vanguard force, enabling me to relentlessly push forward against my adversaries.

Sometimes though, that isn’t a possibility. In fact, as you go further into the game, a fair amount of time is spent waiting around to rebuild your forces so that you can advance, Fortunately, unlike previous HoMM games, it doesn’t take seventeen lifetimes for the enemy AI to complete its turn, which means that even if you have to wait an in-game week to create a new army, in reality this takes only a few minutes.

The last point of interest is the story, in that it isn’t terrible. It isn’t exactly great either, but it’s interesting enough to keep you involved. It focuses on Duke Slava, and later his five children, in their battle against a resurrected and corrupted Archangel General. The sprawling dynastic conflict has a slight whiff of A Song of Ice and Fire about it, albeit with considerably more magic and considerably less incest. The dialogue is generally stilted and dull, although characters like Kraal the Orc occasionally extract the odd chuckle.

Ah. About that kingdom...

Also, the game sports a “tears and blood” morality system, which are basically liquid good and evil. Moral decisions mostly amount to a polarised “to kill or not to kill” scenario, and aren’t a patch on The Witcher 2’s intellectually stimulating shades of grey. Depending on which route you go down does affect your characters’ abilities, and it's enough to keep the story from stumbling into tedium.

All in all, Might and Magic: Heroes VI is a triumphant return for the series, albeit one slightly spoiled by a ridiculous name change and irksome DRM. Nonetheless, the game manages to be simultaneously slick and expansive, complex yet simple to learn. As I myself discovered, if you’re yet to try the series, now is a good time to get involved.

Top Game Moment: Finding a rare artefact that gives your hero a debilitating spell that he can utilise in battle.

<a href="http://www.game-advertising-online.com/">Game Advertising Online</a> ad requires flash player.

Videos

Comments

By SirRoderick (SI Elite) on Nov 02, 2011
SirRoderick
Aaaah. HOMM VI, we meet again.

I was personally very dissapointed by this game. I played the third, fourth and fifth in the series and this one has just taken too many steps toward simplification for me. Basically they took a lot of the features of the previous games that I thought made them shine and trampled on them a bit.

The city view is gone, replaced by a generic checklist affair. Branching promotions, the best addition in the HOMM V expansion, are gone. The unit upgrades don't even have different portraits anymore, they just look golden, which is just lazy.

Voice acting was never a strong suit, but this one makes me cringe when I hear it. Nothing ruins a game's atmosphere quite as fast as bad voice acting.

Elves are gone, as are the dwarves. Instead there's a weird Japanese-y faction. I hate that.

The skill system has lost the semi-random development which gave the various heroes a bit more individuality, if you ask me. This has been replaced by another checklist-affair.

The hero doesn't get an actual turn in battle anymore, which means you can actually forget to even use him. The same spell can't be cast more than once every three or four turns. And even the hero attack animation has taken a downgrade.

Resources...don't even get me STARTED on the missing resources!

And add to that a slew of smaller details.

I really didn't like it.
By Kres (SI Elite) on Nov 02, 2011
Kres
Hmm I'm playing it as well. Bought it a bit ago. Well, there are some issues with the game, but I like it. I'd give it 7.

2 issues:

1. On human campaign, I only had 2 missions?? Is that a bug or what?
2. You often meet a DEADLY final army and at times it's impossible to defeat them. Unless you click "E" for 50 times and get like 100,000 troops lol
By SirRoderick (SI Elite) on Nov 03, 2011
SirRoderick
That first campaign is a tutorial. Hence the name "tutorial campaign". I can see how that might be confusing :P

You're playing too slowly. The enemy just gets stronger and stronger while you wait.
By noobst3R (SI Core) on Nov 03, 2011
noobst3R
I played Homm II, III and V. Each had their strengths (with homm II or III being the best though), but it seems they missed again, trying to cash on the Might and MAgic licenses they got. V and the hammers of faith expansion was still somewhat true to the core, but because of they moved to really bad 3D gfx instead of the nice 2d from the older games, the game wasn't that great imo. Now it seems they nailed the 3d gfx well, but they've turned the game to something that is the Settlers or something, but not really Homm.
By Gyorn (SI Core) on Nov 03, 2011
Gyorn
Ive been disapointed by it, too.
Im a huge fan of HMM III (suprise), and just like SirRoderick for my taste too many things got oversimplified.
If you cant handle more than 4 resources...well i have bad news for you. Same goes for the conversion of towns. Too cheap, too fast, too powerfull, to brainless. In the earlier games you had to think about what troops to mix and wether the loss in morale got offset by the gain in numbers.
The new skill system also is kind of a no brainer. Once you know what skills are strong (which took me about 5 minutes...) youve got a caster and a melee build with only minor changes over the different races. Which is the next thing...they aint realy different any more. Im missing things like Strongholds beeing realy bad casters, Necro raising fallen enemies after the battle to strengthen your army, Inferno beeing the only ones with town portals, or dungeon beeing kickass casters. Its just all the same with sligthly different skins.

As for those 'videos'...bah! Most of the time it looks so utterly ridiculous, e.g. when the orcs get 'slaugthered' by the 'bad' humans. They just stand there, get hit and fall over. That aint a fight! -.-
Not to mention the bad bad voicework (see SirRoderick) and the pathetic dialoges. "Oh, im the guy played by the player. Me must help orcs ive never seen before, who i know nothing about because im soooo good! Ah, now i find out were just the same! Lets all be jolly good friends!"...

Last but not least: I dont like its looks. Too comic like for my taste. Its a game about WAR. There isnt even an option for ceasefire. I want dirt, pain and blood, not shiny little breastplates...

Well, i guess you get my drift. Me dont like.
By SirRoderick (SI Elite) on Nov 03, 2011
SirRoderick
I forgot about town conversion. That was flabbergastingly stupid.
By noobst3R (SI Core) on Nov 03, 2011
noobst3R
Well, anybody want to do some Heroes II, III or V on multiplayer? :D
By PowerJack (SI Elite) on Nov 03, 2011
PowerJack
I played them all and I can tell that:

The first was nice for its time, nowadays its just horrible. Either to your eyes, with the 16bit images, or to your ears, with a repeating soundtrack of 3-5 musics.
The AI of course was also bad, if you had a pack of archers the AI would always target them first.

The second was, well not really much to say, a bit better but not by much, see not much to say.

The third one was plain awesome the graphics were completely remade, the soundtrack was soothing, the AI was challenging, the story was immersive(is that a word?), the units were great I loved the griphons designs, all-in-all a great game.

4 was by far the worst mainly because of the weird 3D battles that you couldn't seem to get the troops in the right hexes.
That and the map view was clustered and the "power-ups" you could find were 1 use only, so normally half of them would be gone since the enemy would get them first.
The really worst part was that your hero was on the field, at latter levels it wasn't a problem but at the beginning you'd loose the game quite frequently because for some reason the AI tended to target him.
Game full of problems indeed.

5 was really good too, nice story, nice soundtrack, a map that wasn't too full or too empty, great graphics (at least this part should always improve).
I didn't like the skill tree, as usual it was completely random and the worst part is depending of the hero he'd have different skills in each skill set and they changed each patch/expansion, so it was quite annoying, specially if you were trying to get their ultimate ability, that would be impossible.

Ok that's all from me unfortunately haven't tried the 6th yet so maybe I'll talk about it latter.
By Kres (SI Elite) on Nov 03, 2011
Kres
Well perhaps I didn't played such a game in a while, or I just love em so much that I'm not seeing those bad points. It surely isn't a "full" experience. It can be better. Now that you say it, yeah it is a simple game. Still fun to me. Oh well
By V4ndall (SI Veteran Member) on Nov 03, 2011
V4ndall
Seeing ratings like that reminds me why I like this site - at last someone point's out the FLAWS of this game, instead of calling them gameplay streamlining (like most other sites do). I agree with all the above posts (resources, character development, spells, city view, factions all dumbed down to oblivion), yet despite having played HOMM II-VI, I consider V the best part up to date. And oh, I for one loved the "Japanese-y " look of elves in HOMMV.
By SirRoderick (SI Elite) on Nov 03, 2011
SirRoderick
Elves look Japanese-y in HOMM V? I thik you're confused there :)

Elves are GONE in HOMM VI really, those japanese fellas are never elves.

Also, I have to agree on V being the best to date. Not a popular vote amongst vets, but I think the graphs work and I just love the game. Tribes of the East is my prefered version.