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Author Topic: Might & Magic : Clash of Heroes  (Read 4890 times)
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EddieA
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« on: May 13, 2009, 07:21:09 PM »

Ubisoft has announced a new puzzle RPG set in the Might & Magic universe.  There aren't many details, but from the screenshots, it looks fairly detailed for a Puzzle Quest-style game.  It's due out in August, so hopefully we'll hear more about the gameplay soon.
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« Reply #1 on: May 13, 2009, 07:37:38 PM »

Wow... If you had told me 15 years ago that the Might & Magic brand would end up as a cutesy puzzle game for a handheld in the year 2009, I would've called you a liar and a commie. How the times have changed.
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« Reply #2 on: May 13, 2009, 07:39:20 PM »

Oooooooooooohhhhhhhhhhhhhhhhhhhhhh!

Hey, this is from the folks that made Critter Crunch on iPhone, which is a pretty sweet little game with nice production values.
I can't wait to hear more about how the gameplay works.
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« Reply #3 on: May 14, 2009, 12:01:28 AM »

where's my Dark Messiah of Might & Magic 2: The Punting?
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« Reply #4 on: May 14, 2009, 03:41:01 AM »

There was an isometric action/adventure game released for mobile phone a few years ago developed by a Chinese studio that carried the name "Might and Magic". it was pretty fun for a phone game, but it really had not much to do with the old New World Productions games, other than the licensed name.
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« Reply #5 on: May 14, 2009, 11:42:24 AM »

Quote from: Fellow on May 13, 2009, 07:37:38 PM

Wow... If you had told me 15 years ago that the Might & Magic brand would end up as a cutesy puzzle game for a handheld in the year 2009, I would've called you a liar and a commie. How the times have changed.

After a Might & Magic multiplayer shooter I'm not surprised by much of anything.
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« Reply #6 on: May 23, 2009, 04:37:01 AM »

IGN has a hands-on and some new screens.  The game is looking really good, kind of like a cross between Puzzle Quest and a light version of Heroes of M&M.  The battle system sounds particularly intriguing -

Quote
From a top-down view you can see your army on the bottom screen and the enemy on top. There are various colors of troops and players must arrange like colors into lines of at least three. A horizontal line will act as a defensive unit and a vertical line will attack the enemy. Your stylus is used to drag troops around the field, but you only have a limited number of moves per turn. At the start of each turn reinforcements will be added to your army in random locations. As the battle rages on your spell meter will fill up, and once it's full you can unleash a devastating attack.

It looks like the units have special skills you can unleash as well.  For instance, when a Treant unit is activated, it creates vines on the battlefield that drain health from enemies and give it to your hero.
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« Reply #7 on: May 23, 2009, 01:11:48 PM »

This looks really promising.
I tell you what. between this one, Knights in the Knightmare, SMT: Devil Survivor, Scribblenauts, Infinite Space, Kingdom Hearts 358/2, Zelda, a possible Layton #2, etc. this shaping up into one heck of a second half for DS games.
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« Reply #8 on: May 23, 2009, 03:09:18 PM »

probably just me, but one 'puzzle quest' -style game was (eventually more than) enough - just can't imagine myself getting into it again, tho it was fun while it lasted...
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« Reply #9 on: October 15, 2009, 07:59:02 AM »

It's been delayed until Q1 2010   icon_evil icon_cry
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« Reply #10 on: October 15, 2009, 01:34:29 PM »

I REALLY hope that report is wrong. They don't say what the source is.
There are some videos here I hadn't seen before. The game looks like a lot of fun. It uses the critter crunch mechanism where you grab units from the bottom of columns then drop them back into whatever column you want. It appears that you have a limited ability per turn to do this and that "slower" units take more points to move.
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« Reply #11 on: October 15, 2009, 02:03:06 PM »

Seems strange that they would already have a review from Nintendo Power if it was being pushed back to next year.   icon_confused

Gameplay looks pretty cool, and doesn't appear (to my eyes, anyways) to be anything like Puzzle Quest.  I'm pretty psyched about a Critter Crunch clone with a M&M skin, as Critter Crunch was an absolutely fantastic little game on iPhone.  My only gripe was with how "cutsey" it was, and this version should solve that problem. 

Interesting to see how my gaming tastes are shifting, as this one and the PopCap/Squeenix puzzle game (can't remember the name off the top of my head) are nearing the top of my "most-wanted" list.  smile
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« Reply #12 on: October 15, 2009, 02:12:44 PM »

The Popcap game is Gyromancer, which also sounds great. Not only do they have some reviews, but the game had an actual street date (though I have no idea why). I guess maybe I should have taken the hint when I noticed it wasn't available for reservation a couple of weeks ago.

The M&M game is a more tactical game than Critter Crunch, obviously, since there appears to be no timed component, which is precisely the way I want it. The blurbs they show from the reviews would seem to indicate that the difficulty isn't incredibly lame and that there is depth to the strategy, making it closer to Puzzle Quest than anything else Infinite Interactive has done since (looking at you, Puzzle Kingdoms).

I think the only thing that kind of concerns me is that the character concepts are based on the faction/special ability design as opposed to having a "class". That makes me wonder both how much ability there is to customize as well as how different the characters will play from one another. Half the fun of PQ is figuring out what spells to take into battle and when to use them. Admittedly, there's a lot here we don't know yet (such as how equipment might work).

Quote from: Gratch on October 15, 2009, 02:03:06 PM

Seems strange that they would already have a review from Nintendo Power if it was being pushed back to next year.   icon_confused

Gameplay looks pretty cool, and doesn't appear (to my eyes, anyways) to be anything like Puzzle Quest.  I'm pretty psyched about a Critter Crunch clone with a M&M skin, as Critter Crunch was an absolutely fantastic little game on iPhone.  My only gripe was with how "cutsey" it was, and this version should solve that problem.  

Interesting to see how my gaming tastes are shifting, as this one and the PopCap/Squeenix puzzle game (can't remember the name off the top of my head) are nearing the top of my "most-wanted" list.  smile
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« Reply #13 on: October 15, 2009, 10:47:49 PM »

I hope it's wrong, but I've never known RPGFan to post unconfirmed news.  It's probably a strategic delay.  I haven't seen any ads for the game, and it would likely have gotten buried in the rush of games.
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« Reply #14 on: October 26, 2009, 11:03:56 AM »

Gamestop now has this listed as releasing on 11/17, so I'm holding out hope that we'll still see it this year. Still, what an idiotic date to release (along with TH:Ride, Assassins Creed 2, L4D2, and half a bazillion others).
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« Reply #15 on: October 26, 2009, 12:20:40 PM »

I'm not sure what's going on with the game.  No one else has reported the delay, the developer hasn't said anything, and both Nintendo Power and Game Informer have already published reviews.  I hope we hear something official soon.
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« Reply #16 on: October 28, 2009, 12:18:54 PM »

Gamepro has a review4/5.

Quote
PROS: Compelling combat system is straightforward but deep and complex; a novel approach to an established genre
CONS: The visuals don't push the DS; gamers who favor the more classical RPG model may be dissatisfied.
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« Reply #17 on: October 28, 2009, 12:29:36 PM »

Quote from: Bullwinkle on October 28, 2009, 12:18:54 PM

Gamepro has a review4/5.

Quote
PROS: Compelling combat system is straightforward but deep and complex; a novel approach to an established genre
CONS: The visuals don't push the DS; gamers who favor the more classical RPG model may be dissatisfied.

RTS? WTH? Nice score, but completely superficial review. This is about as in-depth as it gets: "The better you match you[sic] units up against your enemy's, the better you'll do." Well gee, thanks for that! They forgot to add: "And the more you turn it on, the longer you'll play!" It's times like this I want to start a review site.

I really think that this is the game that PQ lovers have been waiting for the last couple of years. Hopefully we'll get the chance to find out in a few weeks.
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« Reply #18 on: November 04, 2009, 12:50:46 PM »

I'll add to the release confusion on this one.  frown  I had a few extra $$ of trade-in credit at Gamestop, and asked if I could reserve it.  They did have the game in their system with a 12/8 release date, but for some reason, weren't allowed to take any pre-orders for it.  The store manager had no idea why, but noted that the release date had bounced around so many times that they really had no idea when it was actually coming out.
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« Reply #19 on: November 04, 2009, 01:08:08 PM »

Quote from: Gratch on November 04, 2009, 12:50:46 PM

I'll add to the release confusion on this one.  frown  I had a few extra $$ of trade-in credit at Gamestop, and asked if I could reserve it.  They did have the game in their system with a 12/8 release date, but for some reason, weren't allowed to take any pre-orders for it.  The store manager had no idea why, but noted that the release date had bounced around so many times that they really had no idea when it was actually coming out.

Ugh. Just confirmed on the website. Well, at least I don't have to go to the store on the 17th when everything else comes out. The fact that they still aren't taking preorders on it is not a good sign, however, if they had cancelled the original sku for it and made a new one (which they haven't) that would have been worse.

Wish I knew someone at Ubisoft to ask. FWIW, an admin at the Capybara forum said there was no date yet on 10/20. The 12/8 date was noted by someone on the forum on the 27th when they spotted it at Ubi's website and asked if that was correct. The admin replied that they "hope so".
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« Reply #20 on: November 21, 2009, 08:07:06 AM »

According to a new interview at IGN, the game finally has an official release date - December 1  icon_biggrin
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« Reply #21 on: November 21, 2009, 02:13:04 PM »

Quote from: EddieA on November 21, 2009, 08:07:06 AM

According to a new interview at IGN, the game finally has an official release date - December 1  icon_biggrin

Got the same date at Gamestop yesterday. Let's hope it's real this time and that the game is more addictive than Gyromancer has turned out to be. Ooh, I like this picture caption, "The battle system will win you over. Give it five minutes, and it'll steal dozens of hours." Now that's what I'm talkin' about!
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« Reply #22 on: November 21, 2009, 02:57:35 PM »

Quote from: Misguided on November 21, 2009, 02:13:04 PM

Quote from: EddieA on November 21, 2009, 08:07:06 AM

According to a new interview at IGN, the game finally has an official release date - December 1  icon_biggrin

Got the same date at Gamestop yesterday. Let's hope it's real this time and that the game is more addictive than Gyromancer has turned out to be. Ooh, I like this picture caption, "The battle system will win you over. Give it five minutes, and it'll steal dozens of hours." Now that's what I'm talkin' about!

I ratcheted my expectations down for Gyromancer, and am enjoying it quite a bit as a result.  It's not what I had originally hoped it would be, but is still very fun.
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« Reply #23 on: November 21, 2009, 04:57:16 PM »

Quote from: Gratch on November 21, 2009, 02:57:35 PM

I ratcheted my expectations down for Gyromancer, and am enjoying it quite a bit as a result.  It's not what I had originally hoped it would be, but is still very fun.

Well, the combat is pretty good, but, and I've had a hard time putting a finger on why, it just feels a bit tedious doing the same battles repeatedly and I don't have a real drive to play it. I honestly think it may be because of the map. If I could see where I was going and why, and felt less like I was wandering aimlessly, I think I'd be much more focused on playing it. I'm hoping somebody will patch in a change to how the map works. I really don't understand the decision to limit your view (and yes I did figure out that you could get an expanded view by clicking right by your character, but it still isn't enough and you can't see any objects, critters, or barriers). It seems more appropriate to an RPG than a puzzle game and Gyromancer is more towards the puzzle side of things.
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« Reply #24 on: November 30, 2009, 05:22:38 PM »

This one goes on sale tomorrow and has some good critical buzz going. I don't expect to pick up my copy until Wednesday, but I'm really looking forward to this.
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« Reply #25 on: December 02, 2009, 03:24:07 AM »

IGN gives it 8.9 in their review - can't wait to get my copy tomorrow  drool
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« Reply #26 on: December 02, 2009, 03:28:54 AM »

i ordered this, I needed a new DS game to play on lunch break. will be here thursday.
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« Reply #27 on: December 02, 2009, 04:26:37 AM »

I've been playing about an hour.  So far, I am really enjoying it.  It reminds me of Puzzle Quest with a bit of Critter Crunch tossed in.  I don't know whether strategy will outweigh the luck factor (that was a small gripe I had with PQ -- luck played a big part in winning or losing a battle) as I've only had a few non-tutorial battles.  But I am having fun.  I'll post some real impressions tomorrow when I am in front of my computer (on my blackberry at the moment).
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« Reply #28 on: December 02, 2009, 06:32:09 AM »

So far looks pretty neat. Haven't had much time, but it seems to have a nice twist.

For newcomers the tutorials are in the campaign, no need to do select them on the main menu.
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« Reply #29 on: December 02, 2009, 02:03:14 PM »

I've been playing this extensively over the past 24 hours. I've put...perhaps eight hours in so far. Here's the capsule impression: go get it.

You can read Mark Bozon's review at IGN for yourself. He covers things fairly well. I'll try and touch on some different aspects. The depth of strategy is pretty cool. You are constantly trying to decide whether you are making attack formations, building walls, choosing which units to make those attacks with to coordinate multiple strikes simultaneously, etc. Everything has a cost to it, and I do mean everything. Even having too many walls up can be a hindrance because it limits your space and because it can prevent large numbers of your units from getting cleared off the board. Getting units removed from the board can be a good thing, because the number of units goes back into your reinforcement "pool" and you can use a movement point to call more in. Sometimes having a massive group to call at once is useful. As another example, I'm not sure how I feel about champion units. Yes, they're strong, but the fact that they are 2 columns wide makes them harder to use and easier to attack as well as build defenses in front of.

It can't be understated how differently this plays from Puzzle Quest, not simply because of Capybara's Critter Crunch mechanic, but also because your ability to influence your opponent's offense and defense is drastically different. Aside from the occasional use of a special ability, your only influence over your opponent's units is indirectly via your own side of the field, unlike PQ where you could do things like deny your opponent a color of mana they need for a nasty ability. Bozon touched on the game being challenging, and he's not kidding. Some of the side challenges, in particular, had me reloading the game several times.

While I absolutely love the game so far, I do have some quibbles ranging from major to trivial. I'll start with silly: why on earth does the lapsed time on the save file include time when the DS is asleep? Come on Capy, I know this is your first DS title, but seriously. Next, if you want to purchase more elite or champion units, you have to travel to a specific location for each unit, which could mean significant backtracking. I don't understand the reasoning for this design decision at this point in time.

Finally, and this is my one major beef, is the asinine omission of a free look mode of some kind. In the middle of a battle and don't remember how much strength a unit has? Tough. Dying to know the name of that cool new unit the enemy just deployed? Too bad. Want to know your opponent's special ability before they use it or find out why that attack you just launched didn't inflict any damage? Well, you get the idea. This is such a ridiculous oversight, and completely obvious within five minutes of beginning to play, that I don't understand how or why it was left out. Since the L and R shoulder buttons can both be used to call in reinforcements, they could have easily assigned one of them to this function. As it is, I find it impossible to tell how much damage my attacks are actually going to inflict on the enemy, and more difficult than it should be to tell how much the enemy is about to inflict on me.

I can't help but compare Might and Magic to Puzzle Quest. From a gameplay standpoint, they are distinct and both excellent, and I vacillate as to whether or not M&M has better depth of strategy (it has less going into a fight, but perhaps more once engaged with the enemy). M&M has the edge in presentation in my book. PQ has much greater customizability in terms of equipment and abilities (there's only a single equipment slot in M&M with no crafting option; each character has a preset special ability and wall trait). I think, though, the the biggest knock against Might and Magic may ultimately be that you play as all of the heroes as the story progresses (I'm still on the first one). Now it's entirely possible that there will be unlockables and such I can't forsee, but if replayability is a major issue for you, I don't know that this will have the same kind of replay value that Puzzle Quest has because of the different class options.
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« Reply #30 on: December 02, 2009, 03:47:14 PM »

Thanks for the impressions.  I wish I wasn't so broke right now, as I'd love to give this one a shot.  frown
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« Reply #31 on: December 02, 2009, 10:29:42 PM »

I just finished Anwen's portion of the story (well, for now at least). That unlocked a new character for multiplayer. When you take over the next character you begin anew at level 1 with new troops, no artifacts, etc. The last boss fight was fun, but a cakewalk. He didn't so much as take a single hit point from me. Unicorns are the bomb--gonna miss those guys. Heh.

Easy boss fight aside, I continue to be thoroughly impressed and having a blast.

Spoiler for Hiden:
New MP character is Findan. Next character up is Godric
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« Reply #32 on: December 03, 2009, 02:16:19 PM »

LOL, I didn't need to be concerned with difficulty. The early portion of the next phase has been positively brutal. I'm understanding Bozon's point about how they should have displayed the opponent and their level on the upper screen when you had to choose to start a fight or not. Realizing an opponent is level 8 to your level 3 is...not pretty.
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« Reply #33 on: December 03, 2009, 02:41:49 PM »

Bought myself an early Christmas present and picked up what was apparently the last remaining copy of this game in the entire Salt Lake valley.  Glad I grabbed it, as I think this one might get hard to find in a hurry.

Put in a couple hours last night, and am still on the fence.  It hasn't really "clicked" because I can't quite get the hang of the puzzle-based system yet.  I think I'm losing some battles that I really should be winning because I haven't been able to pick out the patterns yet.  I did find a good spot to grind out a few levels against random enemies, and that seems to have helped a bit.
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« Reply #34 on: December 03, 2009, 03:38:07 PM »

Gratch, there was definitely a lot to come to grips with at first when you factor in elite units, champions, fusions, linked attacks, etc. Also, your strategic options begin to open up more as you're able to field more units at one time. If you aren't already, make sure you are looking for combos, especially at the start of fights, then start considering how you might make them. For instance, lets say you have this arrangement on the field:
BAA  The underscore is a blank space. You want to make a wall. You could move B, then move the third A over, but a better move would be to make:
_A

BAA  Now you delete B and don't use up a move because of the combo.
A

That's a really simple example, but you get the idea. Another thing is to remember that when you activate a unit, it shoves anything in front of it to the back. This can be great for setting up walls at the same time and saving your moves.

Also work on making linked attacks whenever possible and remember that linked attacks don't have to start the same turn, just end the same turn. Trust me when I say you're going to need all the skill you can muster later on.
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« Reply #35 on: December 03, 2009, 04:03:25 PM »

Are people using the stylus or regular control scheme?
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« Reply #36 on: December 03, 2009, 04:25:14 PM »

Regular, although I may have to start using the stylus since my face buttons seem to be crapping out.  frown
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« Reply #37 on: December 03, 2009, 06:06:00 PM »

I am having issues due to lack of in game info. Like how many hit points do mine and my opponent's walls have? I killed some units and they left bones behind, what do they do? Pixies deal damage from my mana? What does that mean. The game needs much more feedback during battles and its decreasing my enjoyment of the game.
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« Reply #38 on: December 03, 2009, 09:21:53 PM »

Quote from: Lee on December 03, 2009, 06:06:00 PM

I am having issues due to lack of in game info. Like how many hit points do mine and my opponent's walls have? I killed some units and they left bones behind, what do they do? Pixies deal damage from my mana? What does that mean. The game needs much more feedback during battles and its decreasing my enjoyment of the game.

Yes, the game really does suffer from a lack of a free look mode. I posted about the lack of info earlier. I encourage you to go into the non-campaign battle mode. You can select the different factions there and see what the units are and what the wall abilities are. The bones left behind are walls which are created when any inactive unit is killed. On the pixies, I'm not sure, exactly, but suspect that as your special ability gauge charges up they do more damage.

I think the lack of in-battle info is a major oversight, but the game is so good on so many levels, I hope it doesn't kill it for you.
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« Reply #39 on: December 03, 2009, 10:25:18 PM »

Quote from: Gratch on December 03, 2009, 02:41:49 PM

picked up what was apparently the last remaining copy of this game in the entire Salt Lake valley.

I had no idea you lived so close to me.  Good thing I'm in the next valley over (Davis county) as I think you guys have convinced me to run out after work and pick up a copy of this game.

Not like I need any more games right now, but still.  What if it really does go out of stock and I can't get it?  *shudder*
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