It's going to be a Might and Magic marathon for me when it comes to some RPG reviews for a while, since I'll be exploring the remainder of the mainline games and the Heroes of Might and Magic semi-spinoff series. I say semi because this game sort of intertwines in the timeline of that series for some reason. Yeah, I'm probably going to miss some plot parts as I work my way through this.
With regards to the sixth game, I do miss the grid-based movement and the party size of six. That's quite the negatives there. But the positives are a bit better here. The sixth Might and Magic has already got full 360 degree movement going for it and even has not only real-time combat, but the option to turn it on or off. Wizardry 8 had at least one of these things, but the fact that this game came out before that already proves this series is already on a roll before that one. Real-time combat is a lot more engaging overall, as you're limited heavily in the traditional turn-based combat and many players of old probably got tired of that style, so having this come out at the turn of the century of RPG combat was nice. I enjoyed what I did overall using the real-time combat; combining this with the full movement range was icing on the cake.
And I do enjoy the immersiveness of the game overall. Seeing NPCs walking around casually makes the series seem like it's going to be more lively in the future, and that's even seeing them walk around while I battled enemies. The sidequests are nice too, most are for further promoting your characters up in their classes. As I got more used to the combat, I will say that it's not as hard as it seems, but it still can be nasty. I mean, it's Might and Magic, it's going to be nasty. With real-time combat, there's a very good chance that swarms of enemies can easily overwhelm parties while you're trying desperately to input all sorts of commands. And I'll see more of this in the immediate next installment soon enough!
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