Might and Magic Heroes VI

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Might and Magic Heroes VI Review

Might doesn't always make right

FOR THOSE OF YOU wondering, no, "Might and Magic Heroes" is not a typo. For the sixth installment of the venerated strategy-RPG hybrid series, Ubisoft has changed the name from "Heroes of Might and Magic" to "Might and Magic Heroes." This inexplicable rebranding is the perfect embodiment of Might and Magic Heroes VI's fatal flaw: It doesn't know what it is, or what it wants to be.

Heroes VI skews way more toward the role-playing end of the RPG-strategy spectrum—many of the management elements from previous entries have been "streamlined" out of existence. Resource management, though not entirely removed, is one such casualty, being pared down to four simple building blocks: gold, wood, ore, and crystals. This makes building towns much quicker and simpler, but unfortunately, it also makes the various factions feel much too similar to one another in their macro approach to town and kingdom growth strategy.

While easier to build, the tactical value of towns is more important than ever. In addition to providing your kingdom with troops and gold, each town has a zone of influence. Unlike previous games, where any structure could be hijacked at any point, in Heroes VI, mines and creature dwellings cannot be seized until the local town is captured. Furthermore, all of your entire kingdom's troops can be purchased from any single town or fort, cutting back on backtracking, but also completely removing the strategic value of troop and resource supply lines. This devaluation of individual structures and the increased importance of towns make exploration, once one of the pillars of the Heroes experience, feel like little more than filler between a series of grueling siege battles.