Posted: March 19
HoMM6 is altogether a solid installment in the series. For those who have been with the series for a long time, it's a bit of a mash-up between III and V. For the rest, I'll break it down into PROS and CONS, since I know that helps me when I'm looking through reviews at games.
- Separate campaign for each faction. You might not think it's a big thing, but it is. Very exciting for each faction to get their own story in some shape or form, for those who enjoy playing campaigns.
- Familiar but different resource management. Gone are the days of managing common resources (wood & ore) and a slew of uncommon ones (mercury, crystal, sulfur, gems)... plus your gold income. With VI we are down to just wood, ore, and crystal, and while it seems strange at first it actually balances out rather well.
- Forts and the ability to convert dwellings & towns to your own faction. No more hodge-podge army. Oh, and you can recruit all available units at any town you have that has the dwelling for it. So you don't need a train of 3+ extra heroes to keep bringing new units to your main.
- Skill points. Tons of options to customize your hero as they level, and while your might-based heroes can still take magic-based abilities, you tend to get more bang-for-your-buck sticking with the same theme.
- Champion units are CHAMPIONS. HoMM3 is great, but a glaring point that you cannot overlook is that some level 6 units were just better than the faction's level 7 (I'm looking at you, Necropolis). This installment has units divided into three "tiers": Units 1-3 are your Core units, 4-6 are Elite, and your 7 is your Champion. Within the same tier you won't see much power difference, but there are noticeable leaps between tiers, especially between Elite and Champion. Regardless of your faction, your Champion unit will be a force to reckon with.
- Melee units can damage walls in a siege! Yes, you read that correctly. Previously when laying siege, you relied on your range and fliers while your catapult took its sweet time bringing those walls down. No more! Send those ground-pounders in to beat down the gate with their bare hands.
- Skill points. The skills and abilities are so numerous that going through them to pick the one (1) you want to spend your point on for the level you just got might take a bit.
- Spells. WAY fewer spells than any previous HoMM installment. Spells are integrated into your skills as well, which will be confusing at first. You also don't have a Mage Guild in your town anymore, since spells are directly tied to your hero and faction.
- Interactives do not stand out well. Call it a side-effect of the nicer graphics the game is running, similar to HoMM5, but it is easy to miss interactive buildings and items on the map due to blending so well with the background.
In all a solid game that is most certainly worth your time if it's on sale. I see a lot of negative reviews because it installs and launches through Origin, but I cannot say I have ever run into a problem with it nor do I find it to be a hindrance to playing a game I enjoy.