Either I will have made the very old conversation now, but I feel sorry for the generations who did not get the chance to play Heroes of Might and Magic. It was one of the first series that came to mind when it came to strategy at the time, and even the series inspired by it were quite successful. Even King’s Bounty, inspired by Heroes, was able to make a comeback inspired by him. The genre has a different feel and a different gameplay than other sub-strategy genres, and while the Heroes series died at the hands of Ubisoft, other representatives of the genre could not fill that gap (such as Disciples: Liberation and King’s Bounty II).
But luckily there are indie producers, and they’ve given us Songs of Conquest, just like the Hulk extended a sandwich to Ant-Man. Let me give you the good news from the beginning: The game is like a miser. If you miss old Heroes, especially Heroes 3, you’ll love Songs of Conquest. It’s a tidy game that will give you everything you’ve missed in most respects, while also doing a few nice tweaks to the genre’s formula. It doesn’t have 3D graphics or a camera that can be rotated 360 degrees, etc., so it looks directly like Heroes 3.
Kalelaka
In Early Access, we have 4 factions (Heroes parlance, our pen), and two relatively short Campaigns for 2 of them. Although the tactics of the castles on the main map and in the battles are different from each other, they are not completely different. You create your own style mainly through the choices you make. So, for example, there is no erecting every building in every city like in Heroes, your number of building slots is certain and you erect buildings according to which units-resources-researches you want to concentrate on. As your character levels up, you make choices that make a lot more difference than three or five statistical changes. You make dramatic choices like, “Have one more troop in your army, or do 30% more damage with spells?” Oh yes, there are no armies with a thousand dragons, there is a unit restriction. In short, at the beginning of the game, everyone is more or less the same, but in the following periods, you can have completely different army formations and heroes.
A detail I don’t like: Yes, the castles are beautiful in function, but solving all the work on the main map, not being able to enter the castles and soak up the atmospheres, not the gameplay between the castles, but the difference in feeling has kept the difference to a very minimum. I couldn’t find the taste that Heroes gave me, “I’m going to play with a castle close to that feeling the way I feel today.” It is also certain that the game needs higher difficulty options.
The magic is within us
I won’t go into too much detail for now, but let me note that the game’s magic system is also very creative and functional. Depending on the number and type of units in the army, you accumulate different magic elements and use spells that you unlock directly in the battle. Interesting and fun system.
The script in Early Access is short-lived, but there’s quite a bit of a Skirmish map that really tastes Heroes on those Skirmish maps, and it’s the same here. Although the content is not infinite, it is quite abundant.. Player-made maps that will make the content endless are already slowly piling up. There are no serious bugs or anything. In short, he does not regret it.
Pro:
- A wonderful representative of a forgotten species
- Simple starts, easy to get used to
- Then it gets deeper and deeper
- The story is successful
- So is the music.
- Beautiful and functional map designs
- The magic system is especially sweet-
Cons:
- The difference in feeling between the castles is small
- Top challenges need to be added
- For now, the content is not too much
Final Verdict: If you miss the Heroes, it won’t hurt.
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