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Might & Magic

DEALZ photo
DEALZ

Ubisale: Bunch of Ubisoft games on sale on GOG this weekend


Recommendations: Rayman Origins, Far Cry 2, Beyond Good and Evil
May 02
// Steven Hansen
GOG has GOT a Ubisoft sale this weekend. 60% off a whole host of games. A lot of Might and Magic, along with some Rayman games (you've played Origins, right?), Tom Clancy games, and Prince of Persia games. Most are the price ...
Might & Magic card game photo
Might & Magic card game

Free-to-play Might & Magic card game out on Steam


Collect some cards!
Nov 11
// Joshua Derocher
If you are tired of waiting to play Hearthstone, an alternative card game has popped up on Steam for you to enjoy. Ubisoft's Might & Magic Duel of Champions as a free-to-play title on Steam with DLC card packs available f...
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Ubisoft announcing a new next-gen title at gamescom


Plus they're bringing their rest of the lineup to the German show
Aug 01
// Hamza CTZ Aziz
Sure, Ubisoft is skipping their usual gamescom press conference this year, but that doesn't mean they're going to have a light lineup at the show. In fact, Ubisoft will be unveiling a new next-gen game! On top of that, they'l...

Clash of Heroes Android photo
Clash of Heroes Android

Rejoice! Might and Magic: Clash of Heroes on Android now


Clash into me, baby
Jun 27
// Darren Nakamura
Back in January, we heard that the fantastic puzzle/strategy/role-playing game Might and Magic: Clash of Heroes would be coming to mobile platforms, with the iOS versions showing up immediately after the announcement and the...

Review: Might & Magic: Duel of Champions

Jun 03 // Caitlin Cooke
Might & Magic: Duel of Champions (PC, iPad)Developer: UbisoftPublisher: UbisoftRelease: May 28, 2013MSRP: Free Duel of Champions begins with your choice of a faction: Haven (protection and healing), Inferno (attack damage), or Necropolis (infecting and stealing life). The story and deck you receive depends on the faction you choose -- I chose Haven and ended up as an elite mercenary, fighting for the glory of the holy empire in battle. The campaign map started off with a few missions and included a boot camp (tutorial) to learn the basics. Each encounter (duel) started off with some dialogue to tie into the plot, and after finishing the duel I was showered with rewards like XP, gold, and seals. At first the gameplay seemed very generic but as the tutorial eased me into it I realized there were a lot of elements at play. Cards are not only cast with resources, but may also require a combination of three different abilities to come into play: might, magic, and destiny. Each player is represented by a hero who can add one of these three abilities to their pool or in lieu, can cast a special ability. To add to the complexity, each player brings eight event cards to the duel which are shuffled together and brought out in twos. On any given player's turn, they have the option to play one or both cards if they have enough resources. Some of these cards are simple -- each player draws a card, add 1 attack to this creature, etc. -- however some event cards have the power to turn the tables quickly. Three types of main cards can be found in the deck: creatures, spells, and fortunes. Fortune cards require enough of the "destiny" attribute to put into play and twist the rules of the game (i.e., adding resources to a player's pool). Spell cards are pretty typical and usually affect creatures on the board (like raising an attack score, or eliminating a creature from the board). Creatures have an attack score, a retaliation score (damage dealt back to an attacking creature), and health points. Health is not regained at the end of the turn so players have to be careful with how they place cards and who they attack. During the action phase players can cast creatures onto the battlefield, which consists of two rows on each player's side. There are three types of creatures -- flying, melee, and shooter -- each having their own rules on where they can be deployed on the board (i.e., the front line, back line) and how they attack. Creatures usually have to be in the same row as an enemy creature to make the attack, and can only perform one action each turn. If no creatures are in the row to block the attack, players can attack the enemy hero instead. Just like Magic the Gathering, once a hero's life total goes from 20 to zero the game is over. Players can win gold, seals, and XP by winning duels (PvP) or encounters from the single-player campaign. Gold and seals are used to buy consumables (like tickets to compete in a tournament), decks, and card packs. Gold is accrued much easier than seals and you'll utilize more of it to unlock decks and packs, whereas seals are won at a much slower rate but are used to purchase rarer items. After playing through the tutorial, I found that I had enough seals and gold to buy about five card packs. Not bad, although it seems like you'll need to play quite a bit or hand over the cash to unlock rare decks. Despite all the fun I had playing Might and Magic: DoC, I had my share of pet peeves when running through the game. The game moves way too fast on an enemy's turn -- it's hard to tell what they're casting and what the effects are, and since there's no way to pause the game I found myself having to backtrack by clicking through cards in their discard pile. I suppose this is something that players would get used to once they're more familiar, but it would benefit newbie players to slow it down a bit at first. I also felt like if I made one or two mistakes the game was basically over -- it's hard to recover from a duel when your battlefield is basically empty.  The dialogue in the main campaign isn't really anything to rave about, but at least it's there - it allows for nice context that many collectible card games do not provide. However, you can't really skip through it even if you've already played that specific encounter. I also wish there were more ways you could play with your friends but alas Practice mode is the only option at this point. You can't remove the timer and there are no rewards/XP offered so playing in Practice is kind of pointless. Fortunately, playing in Duel mode (normal pvp match) is worthwhile as you receive rewards even if you lose. I was surprised in a good way to find that I never had to wait longer than 20 seconds to find a match. I did notice that practically everyone I played with was way more advanced than I was in terms of skill, which gave me the impression that only super hardcore players stuck around after the beta. However, on rare occasions I did actually find myself playing against similarly-skilled opponents. My favorite and least favorite part of the game happens to be the same thing: the deck-building tool. I love that the game actually HAS one, for starters. The most important piece, however, is that you can completely customize decks to your liking as long as cards are in the same faction. Unfortunately though, I found the tool to be a bit cumbersome and confusing -- it's hard to see the cards and there's no real structure overall. For first-time players it would be super beneficial to have a tutorial or a "suggested" deck tool which could assist players in building decks from scratch. Might & Magic: DoC is easy to learn but quite difficult to master. Card fans seem to already be flocking with almost 150k ranked players and duel wins up in the thousands. The game has been in beta for months but with the official launch Ubisoft has added a new card series called Herald of the Void, which includes 120 new cards.  When I first started up Duel of Champions and played through the tutorial, I never thought I'd be playing for the next four hours. I found myself becoming easily lost in the game, with my duels lasting over a half hour but only seeming like 10 minutes. It's a solid CCG for sure, and one that I don't mind being tied to at the moment. 
Duel of Champions review photo
A delightfully addicting CCG
Might & Magic: Duel of Champions is yet another contender in this year of our collectible card game lords, 2013. CCGs are being released in droves this year and with most of them running on the free-to-play model, competi...

Review: Might & Magic Heroes VI: Shades of Darkness

May 23 // Joshua Derocher
Might & Magic Heroes VI: Shades of Darkness (PC)Developer: VirtuosPublisher: UbisoftReleased: May 2, 2013MSRP: $29.99 Shades of Darkness is a standalone expansion pack for Might & Magic Heroes VI and it brings two new campaigns to the game. The first campaign adds a new playable race, the Dark Elves, and the second campaign lets you take control of the Dungeon faction. The entire premise here is that you get to play as the bad guys for a change, but the weak story doesn't really let me feel like the villain. It actually seems like they went out of there way to try and humanize the characters and give them a reason for why they were evil. That's all well and good, but if you want me to play as a skeleton-faced lord of death, don't try and make anyone feel compassionate about it. [embed]253150:48763:0[/embed] The story and writing overall are fantasy-ass fantasy, filled with winded tropes and worn-out cliches. If you are a fan of the genre, you'll just roll your eyes and carry on; otherwise, don't even bother trying to follow the story -- it is very boiler plate with generic characters. It's just enough to propel the game forward with new objectives and maps. The gameplay is the same as previous Might & Magics, which is a turn-based hybrid of a giant role-playing game and a tactics-based strategy game. The only real additions here are the new abilities and units that you control with the new factions. These factions are enjoyable to play as, and if you play a lot of Might & Magic the new stuff is a good breath of fresh air. The maps are huge, especially in the dark elf campaign which has above-ground and underground sections, making them effectively twice as large. Each map can last anywhere from two to five hours, depending on the difficulty and your play style.  There are a lot of bugs here. I had issues with the sprites loading correctly and I had to alt-tab out of the game, and then alt-tab back in every time I launched it. The Steam forums are filled with other people experiencing crashes to desktop and other game-breaking glitches, but there have already been patches to fix a lot of the major issues. For me, it was playable with a few minor glitches, but be prepared to spend some time digging in forums for a weird fix on a forum.  Another major annoyance requires you to have a Uplay account with Ubisoft, and you have to be constantly connected to the Internet to play Shades of Darkness. Save games are synced with the publisher's servers, causing a delay when launching and closing the game. It's an unnecessary pain in the ass, and it doesn't function correctly. I have seen a lot of forum posts and comments from people who have been unable to get the game to work at all because of issues connecting to Uplay. This isn't a good place to start in the series. I know they are trying to sell it off as that, but it's simply not true. The tutorial is still very basic, spells and abilities are poorly explained, and there is always a general feeling of not really understanding what the hell you're actually doing in combat. Even as someone who has played a fair amount of the series, I was still confused. I don't particularly care if the developers try and make it easier, but they are saying that this is the game to start with and I need to clearly express that it's not. If you really want to start playing Might & Magic Heroes, get the new complete pack for VI. There are many games that will only appeal to "fans of the genre," but this goes farther than that and becomes a game that appeals to "fans of the series." It's not really a terrible thing, but it's not a great thing, either. If you like Might & Magic, you should definitely play Shades of Darkness. It's a solid expansion with an insane amount of new content; you'll be giddy for dozens of hours. If you don't play the series, however, this doesn't provide a great reason to check it out. There need to be more tool-tips with information and an introduction to the factions, lore, units, and abilities -- none of that happens here.
Shades of Darkness photo
More of the same for those who want it
I like the Heroes of Might & Magic series, but it has never been perfect. It's a very niche set of games that aren't quite role-playing titles or full-fledged strategy games. They are almost their own weird hybrid ge...

Might & Magic X Legacy photo
Might & Magic X Legacy

PAX: Might & Magic X is retro in all the right places


Party like it's 1994!
Mar 24
// Joshua Derocher
Might & Magic X Legacy is a throwback to first-person, turn-based role-playing games. Yes, that's a really long name for a genre but it's what it is. The controls and gameplay are exactly the same as older Might &...
Might & Magic photo
Might & Magic

Ubisoft announces Might & Magic X Legacy


It's been a long time coming
Mar 21
// Jordan Devore
Ubisoft and German studio Limbic Entertainment have announced Might & Magic X Legacy, following the teaser from earlier this week. Good timing, considering PAX East is just around the corner and the companies will be sho...
Might & Magic X photo
Might & Magic X

Might & Magic X teased and it will be at PAX East


Ten years later...
Mar 18
// Joshua Derocher
The Twitter account for the Might & Magic series teased a secret page, which of course didn't stay hidden from the crazy power of the internet for too long. This page just has a big "X" and "Meet us at PAX East!" It doesn...
New releases photo
New releases

New releases: Brutal Legend makes PCs metal


Plus Dynasty Warriors 7: Empires, Etrian Odyssey IV, and Star Wars Pinball
Feb 25
// Fraser Brown
Monday has once again snuck up on us like an unfortunate rash you got from a really good weekend. Don't worry, there's cream for that! And much like a soothing medicinal balm, the new releases of the week are here to cure wh...
Might & Magic pre-order photo
Might & Magic pre-order

Might & Magic Heroes VI Shades pre-order bonuses revealed


A pretty hefty set of extras
Jan 18
// Jason Cabral
The newest addition to the Might & Magic Heroes franchise is only a few weeks away, and Ubisoft has decided to sweeten the pot for pre-order customers with a nice little set of bonus items and characters. All p...
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Advanced tactics in Clash of Heroes HD


Apr 08
// Conrad Zimmerman
Last week, we saw a video showing the basic gameplay tactics in Might & Magic: Clash of Heroes HD, coming next week to PlayStation Network and Xbox Live Arcade. These are the advanced tactics, including unit abilities, artifacts and combinations of the two.  Do want so, so hard. This month is going to be the death of me with all of the games coming out that I want to play.
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Might and Magic: Clash of Heroes hits XBLA, PSN in April


Mar 11
// Jordan Devore
Well, my day has been made. A couple of weeks ago, I almost broke down and bought Might and Magic: Clash of Heroes for DS, thinking that Capybara's high-def version for PlayStation Network and Xbox Live Arcade was stuck in de...
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GOG gets Heroes of Might and Magic IV, Might and Magic 7


Mar 10
// Jordan Devore
Good Old Games has renewed its partnership with Ubisoft, which means more beloved games for us. This deal coming to fruition has already resulted in two new additions to the DRM-free digital distribution service: Might and Ma...

Hands-on with Might & Magic Clash of Heroes HD

Oct 06 // Chris Morris
Might & Magic Clash of HeroesDeveloper: CapybaraPublisher: UbisoftRelease Date: Q1 2011 For those of you that didn't get the opportunity to play the original Clash of Heroes on the DS, it is a clever blend of RPG, strategy, and puzzle solving elements. Although I was only able to get my hands on the combat portion of the game, there is fairly in-depth exploration component which you can see in the screenshots below.  Combat is where Clash of Heroes truly shines. It's almost as if Capybara was able to take the best and most compelling mechanics from games like Magic: The Gathering and Puzzle Fighter, while still putting their own personal spin on it. The player starts out by picking a hero, which is based on the standard Might & Magic faction types. The faction determines the types of units and spells that will be available during the match, each with its own unique playstyle and strategy. Any given match requires the player to effectively utilize both offense and defense in order to emerge victorious. Players who are familiar with puzzle games will notice the focus on colors and types and the ability to match them in order to execute attacks. Strategy-minded players will be able to decide between matching horizontally for defensive moves, or vertically to establish their offense. For fans of the original, they have done an excellent job in this department. Instead of releasing a straight "HD" port of the DS version, they have attempted to revisit and improve how some of the units will operate in combat. Visually, Clash of Heroes HD is quite a treat. In terms of other RPG's you might be able to relate it to, it certainly gives me that Odin Sphere vibe. Don't take that the wrong way, though. The artists at Capybara definitely have their own unique style and have gone to great pains to create some of the most beautiful artwork and animation I have ever seen in a game, let alone a digital title. The images they have sent along will just have to speak for themselves. Cap(ybara) off the entire experience off with a completely redone multiplayer experience, powered by PSN and XBLA, (which DS players unfortunately did not have access to) and Clash of Heroes is definitely going to be a title to look out for.  
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I must admit, I love Capybara Games. When I think about what their office must look like, all I can picture are double-rainbows, fluffy clouds, and unicorns prancing about everywhere. Considering how adorable all of their gam...

Catching up with Might & Magic Heroes VI

Oct 01 // Chris Morris
[embed]185338:33720[/embed] Might & Magic Heroes VI (PC)Developer: Black Hole EntertainmentPublisher: UbisoftTo be released: 2011 Upon sitting down to start the demo, the first and most obvious improvement was the brand-new engine and art direction for this title. Heroes VI is running on Black Hole's own in-house engine and sports a more realistic visual style, as opposed to the "cartoony" look of Heroes V. Models and textures were sharp and detailed, the effective use of color and contrast in overworld exploration was gorgeous, and the attention to detail in the combat animation blew me away. You may be wondering what type of rig you are going to need to run something like this, but I've been assured that the engine has actually been optimized to run well on laptops! In terms of gameplay, Heroes VI appears to remain true to the series. The classic gameplay loop of building, exploration, resource collection, combat, and character advancement has been faithfully recreated. Everything appears to have been built from the ground up to be more streamlined and responsive, giving the game a truly "next-gen" feel. Some of the changes will include: The new interface is clean and unobtrusive, and manages to make movement and combat a pleasure rather than a chore. Hero progression has been completely retooled, giving the player more freedom to choose how they build and customize their character. Gone are the days of choosing to take the experience reward and crossing your fingers that you will actually unlock something decent. Resource gathering no longer requires that you use up precious action points, constantly backtracking to recapture or harvest previously controlled nodes. Once captured, they will now link to a nearby player-controlled fortress and funnel into your stock each turn. Opposing players must physically capture a fortress in order to gain control of linked resources. Also new is the ability to convert captured cities into any faction that you currently control. There's no more trying to make angels and demons play nice in your party! If you are a fan of any of the previous Heroes titles, or even RPG and strategy games, this is definitely one to look forward to!
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We caught our first glimpse of Might and Magic Heroes VI at this year's gamescom, but further details since then have been fairly sparse. Fortunately, I was able to sit down with producer Erwan LeBreton at Ubisoft's Digital D...


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