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Computer Game - By Glen Atwell and Shaun Inguanzo

Heroes of Might and Magic V, again

May 26th 2006 10:00
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After extensive play over the last few days I can say that, I at least, am thoroughly satisfied with this new serving of HoMaM.



So then, just to try and convince some more of you, a couple more things about the game.

The hero advancement track is infinitely more interesting due to its increased depth of choices. I remember that in HoMaM III, the only skills I would always take would be estates, spell casting abilities, maybe tactics, and offense/defense bonuses. Now I find myself indecisive over what to take when my hero levels up: luck, moral and recruitment skills; combat skills; spell specialties and so on. A final note about the hero skill system is that you can now get skills that are usable within a battle like; retaliation strike, which lets your hero get a free retaliatory strike on each creature targeting your own selected creature.




The overhaul of the spell casting system is another thing to note; you can no longer learn every spell just by having a maxed out wisdom skill, now you must pick and choose your spell types. Within this spell-type specialization you can further specialize by getting sub-skills such as mass effects for your blessings and curses. Many new spells have been added, among them some really good time savers like summon creature which lets you get creatures from your nearby towns.




Units can now spell cast in their own right rather than in the limited way offered in previous games. Some units also have skills that they can use instead of a normal attack such as the archers’ scatter-shot ability which hits all those in a certain area.

Finally, the game just looks and feels nice.

Alskreek, out.
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