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This time around the designers decided to go with a combined race/class system that includes several new breeds like Minotaurs and Vampires that Might and Magic fans have never been able to play before. Personally, I like hand crafting my entire party, but if you're the kind of person who really gets attached to one character then you'll like this aspect of the game. This has both its strong and weak points. Instead, you create one character at the beginning of the game and gather more adventurers throughout the course of your travels. Now you can no longer create a group of adventurers to explore the world. However, Day of the Destroyer takes a different approach to the party formula than the rest of the series. Like its predecessors, Might and Magic VIII is a party-based RPG, meaning you control a group of people, not just one character, as you travel the lands looking for adventure. Like the background story, this has always been a strong point of the Might and Magic series, and the shear number of quests make the game feel more open and dynamic than many other RPGs out there. Usually you'll have no less than a dozen different quests pending at any given time, meaning you have a lot of choices when it comes to where you want to travel next. Of course, with the numerous quests you'll stumble across while you're exploring the land of Jadame, you'll have plenty to do while you wait for the next facet of the big story to unfold. I didn't feel as drawn in to the storyline as I did in previous installments, and it took a long time for major bits of the story to unravel.
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However, as compelling as the story was, it seemed to move along much more slowly when compared to the other games in the Might and Magic series.
Heroes of might and magic 8 review series#
And if there's one thing that the Might and Magic series has always been good about it's creating a good story, and Day of the Destroyer carries on this legacy. Little old you against the baddest of the bad, the meanest of the mean. This is the stuff that good fantasy stories are made of. Okay, so the story isn't all that original - big bad guy does big bad thing, now you have to set things right again - but it is interesting and it's certainly a fitting tale for a fantasy backdrop.
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Guess what? Now you have to get the forces of nature back into balance and restore order to Jadame. Once fully risen, the crystal unleashes a massive burst of energy, hurling the citizenry of Ravenshore unfortunate enough to be near the center of town far from the city and in turn opening four elemental portals of fire, air, water, and earth in the far corners of Jadame. As foretold in an ancient Dark Elf prophecy, the powerful Planeswalker Escaton has returned to Jadame, raising a gigantic crystal monolith from deep beneath the earth in the center of the city of Ravenshore. Might and Magic VIII opens with a cataclysmic event in the land of Jadame. How does it stack up to the rest of the series? Well you'll just have to read on to find out. So when we got Might and Magic VIII: Day of the Destroyer into the office, I was the first to pipe up when Trent asked who wanted to review it. Although it stayed fairly true to the traditional Tolkienesque fantasy world of elves, dwarves, and orcs, there were still parts of Might and Magic that were truly its own - like the mysterious alien technology and constant reference to the four elemental powers. This series had me hooked from day one, and I've been a fan ever since.
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I thought it was so cool when I finished Might and Magic and there was a note from Jon Van Caneghem telling me to mail my final score to New World Computing (by the way, I never heard back from you Jon. I remember playing the first Might and Magic way back in the days when 64K of RAM was considered overkill, and a four-color CGA graphics card would run you a hard-earned $700. Along with Bard's Tale and Ultima, the Might and Magic series was one of the first big RPGs to really draw me into the genre.