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PLATFORM
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XBLA |
BATTLE SYSTEM
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INTERACTION
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ORIGINALITY
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STORY
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MUSIC & SOUND
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VISUALS
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CHALLENGE
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Moderate
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COMPLETION TIME
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20-40
Hours
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OVERALL
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+ Brilliant
mix
of
strategy
and
puzzle
gameplay
+ Beautiful cartoon style graphics
+ Battles variety keeps things fresh
+ Great Pacing
- Music
is
forgettable
- Underdeveloped
Story
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Click here for scoring
definitions
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Might and Magic: Clash of Heroes HD is a remake of the 2009 DS game by
the same name. A great mix of RPG, strategy, and puzzle gameplay
mechanics, Clash of Heroes is
a clever game that will both entertain and challenge players.
With redrawn graphics and the inclusion of online multiplayer, both old
and new players will find a lot to like.
The story of Might and Magic: Clash of Heroes is
a prequel to Ubisoft's first Might
and Magic game, Heroes of
Might and Magic V. It stars five young heroes who are separated
after a tragic demon attack. Each one stars in one of five story
scenarios that comprise the main game. Despite that rather grim start
to the story, it
stays primarily light-hearted throughout. This proves to be a good
combo with the cartoony visuals, making the whole game feel like a long
lost Saturday morning cartoon. It's a shame, then, that the story
doesn't expand beyond its rather generic core. Preventing a demon
invasion is something that has been done many times in RPGs, and there
are few unexpected twists to bring interest to the base narrative.
Still, the story manages to be
charming, if forgettable and somewhat superfluous to the overall
experience.
Thankfully, the story is
just a vehicle to deliver the game's fantastic core feature: the battle
system. The battle system uses the classic puzzle mechanic of
match-three in a way that somehow manages to make the system feel more
like a strategy game than a puzzle game. Battles are presented as a
grid for the player and the opponent, with eight columns and six rows.
No
actual lines are shown on this grid, but the base units each take up
one space, and players can easily discern the grid from this. In a base
battle, the player will have a number of base units, arranged randomly,
in three different colors. Players then have two different kinds of
moves: picking up and moving a unit, or deleting a unit. Players can
only move a unit at the end of a row, towards the bottom of the screen,
though any unit can be deleted. Making a vertical row of same-colored
units will produce an attack which takes a set number of turns to
charge, and producing a horizontal row will create a wall that will
block incoming enemy attacks. Players get three such moves a turn, but
deleting units to create an attack or wall will net players a free
move, with multiple such creations from one deleting resulting in extra
moves. Lost units from attacks, destroyed walls, deleted units, etc.
fill a counter at the bottom of the screen. Players can spend a
move to call for reinforcements, which deploys the number of units
(randomly chosen from the player's chosen army) shown by the counter.
This creates very
dynamic battles, where players must effectively set up defenses against
their opponents while creating attacks to win the battle. Similar to
walls, idle units will lower the power of the enemy attacks, but will
be destroyed in the process.
Similarly, an attack hitting a charging unit will lower its attack
based on the attacking unit's power, and the unit could be destroyed if
the attack is high enough. Thus, players can even use attacks as a form
of
defense, by sending attacks at the enemy's powerful units that are
still charging, to lower their attack power. The battle system would
have been quite good if it just stuck to this simple base concept, but
thankfully the developers went far beyond this. In addition to the base
units, each faction also has five different elite units, two of which
can
be brought into a given battle. These will show up randomly with the
base units, and will be similarly color coded. To charge these units,
players have to stack either two units of the same color behind them,
or a block of four units of the same color for the more powerful elite
units. These units are quite powerful, and many of the later battles in
the game resolve around getting these units through to the enemy, while
preventing while preventing the enemy's elites from breaking through.
These elite units come in a
limited supply, and any elite unit destroyed while charging or idle
will lower this count. All units and the player gain xp after battles,
with level ups resulting in more hit points for the player's heroes,
and higher attack power for units.
The game does a great
job of gradually introducing the player to the battle system, and once
things with one faction start to get stale, the next chapter begins. It
may seem frustrating at first to go from a high level with one faction
and then go back to the basics with the next, but surprisingly it works
quite well. Each subsequent chapter unlocks the more advanced units
quicker, with the final chapter even starting the player at a high
level. Even better, the game includes many alternate battle scenarios,
with battles where special units need to be protected, switches need to
be hit at once, the attacks of several elite units need to be survived,
etc. The most challenging
of these special scenarios are bosses, which show on the battlefield as
huge units with powerful attack that players need to figure out how to
defend. All in all, the game provides an impressive amount of
challenge, without ever becoming frustrating.
Angels vs. Griffons: coming soon to a
theatre near you |
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The original DS release
allowed for local wireless multiplayer battles, but no online play. Clash of Heroes HD thankfully
provides much more robust multiplayer, with both offline and online
modes. One on one battles play out just like they do in story mode, but
depending on the online opponent, these online battles can
provide a much greater challenge
than any of the single-player challenges. New to this version of the
game
are two on two multiplayer battles. Playing out mostly like a standard
battle, in this mode each unit is color-coded to one of the two players
on a team, so that only that player can move or delete that unit. In
addition, one player can pick up a unit to let the other player grab
the units behind it, and then put that same unit back without wasting a
turn. This means that teamwork is essential to win. Voice chat is
supported, but players can also press the grab or delete button over a
teammate's unit to indicate they should be moved. Multiplayer can
provide a lot of extra entertainment past the single player
experience, with rankings and level gains that can lead to
additional artifacts for use in multi-player. The only real hang up is
one that often plagues online turn-based games: waiting for opponents
to finish their turns. It's a relatively minor issue, so long as
patience is applied.
Outside of the actual
battle system, there's not much in the way of exploration. Each of the
campaigns have relatively small maps, with simple point to point
movement. Besides going to where the player needs to advance the
story, there are some optional quests that can be taken, along with
special challenges called puzzle battles. These challenge the player to
defeat
all of the enemy units in a single turn. These can be quite difficult,
requiring players to create multiple chains at once to get enough extra
moves to complete them. These extra quests can provide extra gold and
materials, used to buy elite units. There is treasure to be found in
various parts of the map as well that players can hunt down. Other than
the occasional puzzle on the maps, these are the only distractions
outside of battle, but they work well enough to give the player a
break.
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The visuals in the game
have been completely re-done from the original DS edition. All the
locations and characters feature beautiful 2D art. Units will
charge at opponents with flashy animations and even interactions while
exploring maps look good. Oddly, character conversations are still done
with still character portraits, similar to what is seen in an average
JRPG. Another hang-up with the presentation is in the battles
themselves. The actual battle field only fills up the center portion of
the screen. The game manages to hide this the majority of the time by
presenting battlefields with buildings or other obstructions on both
sides. Other times the sides are filled in with a mass of trees or
pillars that do not do as good a job hiding the obvious unused screen
space. It serves to distract from the otherwise stellar
production values.
As far as sound and
music, they serve to
get the job done. The music is standard fantasy fare, sticking to
classic themes that provide a suitable backdrop for combat and
exploration. None of the music is grating or bad; the themes just end
up being largely forgettable. The sound design fares a bit better.
Dragons roar and knights charge with the expected sounds, and units
crashing through walls produce impressive sound effects.
It's a very nice touch that serves to give the battles a truly epic
feel.
In the end, Might and Magic: Clash of Heroes HD
is fantastic port of the original DS game. Featuring astounding 2D
visuals, improved multiplayer, and a battle system that will
provide an impressive amount of
challenge to players, it is a tremendous downloadable value that will
provide at the very least twenty hours of gameplay, if not many more.
There are some hang-ups with the presentation, music, and story that
prevent it from being a true classic. However this should not deter
people from trying what is the best puzzle-RPG mash-up to date.
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