Monday, January 25, 2010

Might and Magic: Clash of Heroes - Review

The beauty of a puzzle-RPG is that it combines the leveling / story mechanics of an RPG with the addictive repetition of a simple puzzle game. Puzzle Quest, for example, is a very simple RPG supplemented by a battle system which is naught but games of Bejeweled played against NPCs. So, in the case of Puzzle Quest, one is compelled to play both in order to level one's character and to engage in games of Bejeweled. It is a very simple formula which combines two addictive styles of gameplay in order to produce a doubly addictive game.

So, upon purchasing Might and Magic: Clash of Heroes (MMCH), my expectation was for it to be a Puzzle Quest clone given that MMCH is a puzzle-RPG. Unfortunately, MMCH is entirely not a Puzzle Quest clone in the worst ways possible. Given that MMCH is a puzzle-RPG I shall review first the puzzle, then the RPG, and finally the puzzle-RPG.

Teh Puzzle:
The Puzzle / Battle system for MMCH is fantastic. The basic gameplay mechanic is this: 3 like units arranged horizontally create a defensive wall. 3 like unites arranged vertically create an attack. One modifies the placement of one's units in order to create attacks and construct walls. The enemy army appears on the top screen, one's own army appears on the bottom screen. Image for clarification:

This basic strategy is enhanced by adding combo attacks for like units and providing bonuses, such as extra turns, for creative construction of attacks / walls. Moreover, there are three kinds of units: Small, bigger, biggest. Obviously the biggest unit has more attack / defense power than the small unit, but the biggest unit requires more turns to charge its attack. One may modify one's army by including or excluding various units.

So, the basic puzzle system provides opportunities for strategy and growth both in terms of gaining adeptness at creating combos and organizing units as well as providing the opportunity to customize one's army. Overall, the puzzle aspect of MMCH is fantastic and well worth one's time. The problem, however, is the RPG component:

Teh RPG:
The story of MMCH was written by a retarded 5th grader with only a vague familiarity with either sentence structure or adjectives. Dialog in this game is to be skipped lest one become enraged at the sophomoric bullshit presented as prose.

Moreover, the RPG element of MMCH is presented as a chapter based story. There are 5 heroes to the game, each with its own chapter. Upon starting the game one first plays as the token elf, then the token knight, then the token necromancer, then bla then crap. So, while Puzzle Quest, for example, was a game in which one leveled one god damned character throughout the duration of gameplay MMCH offers one the opportunity to play 5 different characters and, as an added bonus, effectively START THE FUCKING GAME OVER EVERY FUCKING CHAPTER.

So, here's how chapter progression works: You start with basic units. Then you get medium units. Then you get advanced units. And this happens every god damned chapter. Once you gain a level of skill with one army and wish to progress? Well, hold on there, because it is now time for the chapter to end. Time to go back to a shitty army of shit units! And then upon leveling that army? Whoa! Time to START OVER AGAIN with SHIT UNITS.

It can be, at times, irritating. Upon gaining a degree of skill and affinity for one army I do not desire to start over with another army, another hero. I (and I know this sounds crazy) want to pick a fucking character, build a fucking army, and level the shit out of it. Which is impossible given that the character level cap is 10 and the unit level cap is 5. MMCH is not a game for grinders; MMCH is a game for people who really like starting over. MMCH is akin to impregnating a woman, carrying the fetus to 6 months, and then aborting the damn thing only to start over with another pregnancy which will, inevitably, get aborted. At some point one asks "why do I keep knocking this chick up?"

The reason one continues to knock this chick up is that MMCH also contains a multiplayer component, to be addressed in the section:

Teh Puzzle-RPG:
In order to utilize heroes / armies in multiplayer or quickplay one must first unlock the hero / army in single player. This is bullshit. This is also problematic given that in order to utilize particular units in multiplayer one must unlock the unit in single player. So, for example:

SINCE I MISSED UNLOCKING THE UNICORNS IN THE FUCKING ELF CHAPTER I CANNOT USE THE GOD DAMNED UNICORNS IN FUCKING QUICKPLAY / MULTIPLAYER!

This is irritating given that one cannot go back and replay completed chapters. So, in order to get unicorns for multiplayer I HAVE TO START THE FUCKING GAME OVER IN A NEW SAVE AND PLAY THROUGH THE GOD DAMNED ELF CHAPTER AGAIN! This situation is needless bullshit. To preclude an individual from using a unit in multiplayer is sensible if an individual has the opportunity to obtain the unit in a manner which is not infuriating and complicated. Given that I must unlock units on my first time through a chapter, lest I be required to go back and replay the game, I must consult gamefaqs in order to ensure that I get everything out of every chapter. Moreover, one receives no warning for a chapter ending and rather, upon fighting a boss, one will be treated to a cutscene and thrust into a new chapter.

So you better get everything unlocked before you fight that last boss, whoever that might be.

Teh Conclusion:
Might and Magic: Clash of Heroes is a fantastic puzzle / battle system entrenched within a juvenile, infuriating, needlessly restrictive RPG. In my play experienced I focused upon the puzzle battles as my source of enjoyment while hating the RPG and its unit unlocking system. So, if you buy this game, know going into it that you will hate part of it and adore the puzzles.

Might and Magic: Clash of Heroes gets 3 unlocked units out of a possible 5.

67 comments:

  1. The fun part of that does sound kind of fun.

    When you start over with lower level units in new chapters, do you at least have a sense that what you yourself learned about playing the game comes in handy, despite the units being underpowered?

    ReplyDelete
  2. I'm going to make the argument that the single player is merely a training simulator for the multiplayer.

    I enjoyed the shit out of this game, but I also like trying out different styles of play from time to time, so the restart was not frustrating me in the least. I treated it as a training system for each of the different play styles. It gave me a chance to get used to each of the different units available.

    I fully agree with the frustration of unlocking things/missing unlocking things, but the single player isn't exactly deceiving. Bosses are clearly marked and it clearly shows you all of the different routes you can go. I didn't miss a single unlock and never once visisted gamefaqs. Simply go back and visit all of the available areas before fighting bosses and you too can be awesome like me.

    ReplyDelete
  3. Well, yes, insofar as every chapter is virtually identical and units are virtually identical. Each hero has its own units most of which have unique abilities. But these abilities are not always awesome.

    Example: The knight has polemen who have first strike, they do their full damage against an enemy unit before that unit can hit. This is overpowered as shit.

    The necromancer has zombie things that leave a plague. This is stupid and does nothing.

    So playstyle can be taken from one chapter to another. And since the puzzles are FUN it is not that terrible to have to start over.

    I just want someone to explain why the game could not be 1 hero, with one army, fighting shit tons of enemies to level to 99.

    ReplyDelete
  4. "I'm going to make the argument that the single player is merely a training simulator for the multiplayer."

    This would make sense if multiplayer was available via online play. Since one can only play multiplayer with people in the same room who either have a DS or have a DS and the game...it seems problematic to construct a game where single player is preparation for multiplayer, which is not always available to people.

    ReplyDelete
  5. "Simply go back and visit all of the available areas before fighting bosses and you too can be awesome like me."

    My problem was that I did not know what I was doing until the end of the first chapter. So I play through the elf chapter not really knowing where things are going...and the chapter ends and I start over as the Knight and I say these things in this order:

    "OH! So this is...and I'm going to...so that means...FUCKING UNICORNS!!!"

    ReplyDelete
  6. Kyle's dead on that single player just trains multiplay..


    and.. I wonder.. how much of this game-play is subtly influenced by familiarity with the previous Heroes of Might and Magic stuff.. namely that you learn to adapt to specific heroes (in this case spells) and diverse troops.... as opposed to more traditional RPG build-one-character play.

    Becuase.. I totally get -j-'s frustrations. I have them as well.. but.. they don't irk me becuase I've a new dude to rework up, but becuase.. I'm doing the same shtick... i.e. the writing/gamescripting fails, not the specific trope of restarting.

    ReplyDelete
  7. "Kyle's dead on that single player just trains multiplay.."

    I would agree with this if there were online multiplayer, which would not be difficult to have added.

    ReplyDelete
  8. by the way? Zombie Plague? Is a real dick when you tag a long-charging elite with it.

    I mean.. the zombies are weak.. but stack and fuse some Zombies, slap one of the bruisers and watch it never quite become terrifying.

    Unicorns are teh brokezors.

    ReplyDelete
  9. You can all keep your unicorns, I'll take succubi and sorcerers any day of the week.

    ReplyDelete
  10. Okay, 1) I LOVE me some succubi.

    2)This bears repeating. I LOVE Succubi.

    I remember swapping in sorcerers but they always seemed fragile.. and.. finnicky to me. seems like more often I found myself using them simply to attack and not save me from an elite.

    ReplyDelete
  11. Sorceror's rock for two reason's.

    1.) The obvious. Champion counter.

    2.) Speed. A two turn 25 point hit? Hell yes.

    ReplyDelete
  12. I have no idea why that apostrophe is there...

    ReplyDelete
  13. ... that's right.. they did have a fast CT..

    ReplyDelete
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