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marți, 3 septembrie 2013

Might & Magic X: Legacy Keygen

Story-wise, Might & Magic X: Legacy is supposedly a continuation of whatever events unfolded in the world of Ashan in Might & Magic Heroes VI. I wouldn’t know – but I’m taking their word for it. Thankfully, the game doesn’t seem to put players at a great disadvantage if they know very little about the new Might & Magic universe, as the game begins with a pretty standard “we’re adventurers seeking adventure – do you have adventure for us?” introduction, allowing for the players to ease into the story as they learn the ropes. If you’re like me and skipped the last decade of Heroes games, there will be plenty of lore tidbits and bestiary entries to read in-game to learn more about Ashan. You will probably be arguing Ashan-lore with the other nerds in no time.
So, what does that mean in regards to the earlier games? They wouldn’t call it Legacy and not have it carry any, well – legacy, would they? To start with: the sci-fi elements are out. There are no planetary guardians, ancient alien races or what have you. It’s fantasy through-and-through. That’s not to say there aren’t any weirdness like nether-kobolds summoning the arch-unicorn of evil (that’s not in as far as I know), but you won’t be seeing your arch-nemesis fly off into cosmos flying a cyber-broom. There will be small some nudges, a hint here and there, and perhaps a few characters that you may recognize – at least in name – from the previous games. But there won’t be any plot elements or characters carrying over from earlier games that have a significant impact on the game.
Might & Magic X Legacy
The Might and Magic games have always been colorful games. That also includes the offshoot games – especially the very earliest and the very latest installations. Might & Magic X is no exception to this, but it doesn’t go over the top. So while you won’t be seeing rainbows over every stream of water you come across, there will certainly be colorful skies, landscapes, and characters. The lighting is very effective and even reflects the time of day. You will notice as the sun rises and sets, and the owls start hooting in the forest.
There’s a history of great orchestral music in Might and Magic. The music of Might & Magic X seems to be no different. The game’s powerful theme has an intro reminiscent of Jeremy Soule’s Morrowind music, but later evolves into a nice melodic John Williams-like tune. The in-game adventuring music lacks the melodic punch of the main theme and is more subtle, but it’s decent enough.
Many of the sounds associated with skills and combat are still a work-in-progress, and as such I won’t elaborate too much on them other than saying that I don’t really have any complaints about what I heard. Most sounds carry weight and enhance the game as they should. For instance, it’s very satisfying to shoot a volley of arrows from your entire party and hear them splash on the enemy. This is made even more satisfying when the arrows pierce and stick into their targets.
There’s some nice atmosphere when exploring caves and dungeons, and I’d attribute much of this to the game’s ambient sound effects. When in dungeons, you will hear the chattering of creatures, the creak of leather-clad humanoids and the clinks of metal. Sometimes these sounds will actually be a more effective indicator of nearby creatures than the “creatures are nearby”-gem found at the top-center of the interface.
Might & Magic X Legacy
The interfaces of the Might and Magic games have been pretty inconsistent over the years. I laughed for a good while the first time (and the second time, and the third time) I saw the photo-portraits of Might and Magic VI: The Mandate of Heaven. The characters looked like porn actors in LARP costumes. The 3D renders used in Might and Magic VII and Might and Magic VIII weren’t a whole lot better. Might & Magic X, thankfully, uses the slightly more sophisticated alternative of painted 2D portraits. Characters still have their different states reflected in their portraits: hurt, asleep, poisoned, dead, and so on. There don’t seem to be a whole lot of options when choosing your individual character’s appearance however – only two choices per gender for each class. But with the full game sporting 16 different classes, that should add up to a nice total of 64 portraits, assuming portraits are not duplicated across classes.
Might & Magic X: Legacy is a game made on an average/lower-than-average budget, or at least not an AAA-budget, a fact which may be apparent in its graphical fidelity. It’s clear, however, that the developers are artistic and motivated, as they’ve created a simple but attractive aesthetic which is more than enough to carry a game such as this.
There’s a lot of combat in Might & Magic X. It is definitely the primary pastime of your adventuring party. It’s mostly fun as well. I’m saying mostly because sometimes it feels like there isn’t really enough stuff to do in between encounters. It feels especially trite when you’re in a bandit’s lair for instance, and every encounter is some sort of bandit. When an encounter does provide a higher challenge, it usually comes in the form of an elite version of a mob you have already battled many times in that same dungeon. I would love to see a bit more variation in the encounters. Like, couldn’t the bandits have hounds or something? Maybe they’ve captured some wild beast?
But more worrying, I found the preview to be lacking in the puzzle department. A charming thing about these sorts of games was that they often provided some really good logical challenges in between combat and exploration, and I’m afraid I didn’t see much of that at all. I can only hope the other acts provide more varied challenges, puzzles and other surprises as incentives to continue playing. Riddles, movement puzzles, word puzzles – anything like that would be a very welcome addition.

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