Might and Magic Clash of Heroes impressions
I only got to play around with Might and Magic Clash of Heroes very briefly during the UbiNintendo event back in July. Actually, I didn't go hands on at all because there were so many games to cover in a short period of time. Now that I have the final build to play around with, I regret not knowing much about this game in the first place, and not hyping it more.
If you don't know much about the venerable Might and Magic series you won't have any trouble getting into Clash of Heroes; it shares very little with its lineage besides the title. The art style is anime influenced, the perspective is reminiscent of an SNES top-down RPG, and the gameplay is all about tactical grid-based combat. You line up three of the same unit in a vertical line to ready an attack, or in a horizontal one to throw up a barricade. You only have a handful of moves per turn so you'd better use them wisely. It's easy to set up the most basic formations but once elite units enter the picture things get complicated. It's a simple formula that's flexible enough to allow for some serious strategy, including linked attacks, fused formations and both offensive and defensive tactics.
I've only been playing for a couple days but I'm absolutely hooked. This is one game that's easy to get into but addictive in its possibilities. I'll have a full review done in a week or so, but for now here's warning to anyone looking to pick up this sleeper hit: buy the flowers and chocolates now. Your significant others might feel neglected for a month or two.