![]() ![]() The six factions (Knights, Demons, Undead, Wizards, Elves and Dungeon) are all distinctive enough, though packed with familiar units, heroes and designs from the earlier games. Our sagging eyelids wish to testify in the affirmative HOMM has lost none of its predecessors' addictiveness. However, does that mean the series bears up to scrutiny in the modern day? They've made another turn-based M&M strategy game and it's a good example of the series. Perhaps it's the fact that in the twenty years since the series started, it's changed about as much as David Dimbleby or Horlicks, even if everything else from the era is gone.Īs we explained in our numerous previews, HOMM:V (an acronym sounding nearer to a corpulent Yankee car than a game) is striving to stick to the formula at all costs. ![]() Something conservative, something that flies the Union Jack, something that reminds us of a much better past, something warm and something very, very familiar. Something a bit tea and cakes on Granny's knee all warm fireplaces and chintzy doilies. There's something cosy about the Might & Magic series. ![]()
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