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And the entire game interface has an ugly overlay of social-networking buttons and profile-experience bars, whether you want them or not. Whatever name you’ve chosen for your store profile is the one that shows up in-game, and it can’t be changed easily. Your character’s weapons only improve when you’re playing online. To make matters worse, Ubisoft’s attachment of the game to both its anti-piracy measures and its online store create constant frustration: You can play offline, but you can’t load even single-player saves if you’ve played online. It’s the “gamification” of gaming, and it’s as utterly useless as it sounds.
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You don’t just earn experience for your character in each scenario, you also gain experience for your profile, which triggers a constant stream of achievements and rewards, some of which can be “spent” as microtransactions. The game has a constant stream of meta-gaming. Yet those in-game changes aren’t the most noticeable ones in Heroes VI. Secondly, each region is now largely controlled by a central fortress or city, which, if captured, flips control of the local mines and buildings to the new owners, allowing for larger momentum-shifts. First, troops are recruited kingdom-wide instead of city-to-city, which lessens the occasionally overwhelming micromanagement which bogged down its predecessors, at the cost of some complexity. Heroes VI does change the series’ in-game formula slightly in two key areas, both of which streamline the mechanics. Heroes VI, like its predecessors, manages the neat trick of providing a constantly entertaining experience without ever having a single gameplay mechanic that stands out as compelling players to stay with the game. The game has a simple rhythm: Heroes sweep an area for resources and mines, gather reinforcements, and then attempt to conquer new areas while maintaining their army.
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They don’t engage in combat directly, though instead, you purchase troops at cities and fortresses, and they engage in turn-based tactical combat.
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You control a handful of heroes, who gain experience and levels as they would in a role-playing game.
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The series’ sixth installment has a slightly different name – the series is best known as Heroes of Might and Magic – but the play style remains the same. Instead of being set in a world that conforms to any particular overarching concept, Heroes asks “Wouldn’t it be great if an army of orcs and cyclops fought against a bunch of paladins and angels?” The answer has been an emphatic “Yes!” for more than 15 years, ever since this strategic series spun off from the Might & Magic role-playing games, themselves glorious, messy pastiches of fantasy tropes. Might & Magic: Heroes VI is a relic from the days when games didn’t bother with internal consistency or inherent logic.
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