Might & Magic Heroes 6: Shades of Darkness Review kukugames

  •  Genre: Strategy
  • single and multi player
  • Previous game of the series: Might & Magic Heroes 6
  • Offer: CD Media



no emotional bond with the main character
no motivation to watch videos


good map
character upgrade system looks like an online rpg
clear menus with explanations needed
main game can't keep us playing until the end
loading should have been less
no matter how much we progress we won''t get too stronger; sense of progression is lost that way
we are not involved building our team as much as it should


opponents artificial intelligence
many difficulty levels
needed help to get into games logic
early in game difficulty increases too much
dull battles in box splitted arenas


characters textures
background polygons(model complexity)
limited world does not push hardware


sound effects
bad soundtrack
ambient sound effects

Οnline Competitive

good statistics and leaderboards needed
options to make matchmaking easier, needed
few people available online even in the pick hours
Conclusion - Rating

worst of the best games of its genre in
all sections


The gameplay of Heroes VI mainly follows in the same vein taken by its predecessor, i.e. hero-based faction-affiliated development. As such, every faction has two types of heroes, every unit has an upgrade and turns affect combats as they affect the general gameplay. There are substantial changes, however, and these include the replacement of magic guilds by the creation of spells/abilities wheel, in addition to the skills wheel. New affiliations called "Tears" or "Blood" appear and play a major role in hero development, notably influencing their skills. For instance, a "Tears" affiliated hero will have more defensive/beneficial buffs and his or her reputation will allow for more peaceful negotiations between potential enemies. A "Blood" affiliated hero, on the other hand, will profit from destructive/dark abilities and gain bonuses in adversary combat aimed to hurt the opponents.
The players possessions are still regrouped in "Kingdoms", though now it is not just an overview, but also a part of the map "owned" by that player. The presence of a town determines who owns the land itself. All forts, mines/deposits and occasional goods givers now automatically replenish the army and the wealth of this player even if another players heroes "flag" them. This situation lasts as long as the player is the owner of this given town. Only a few buildings within the area still remain neutral to whomever visits them. The feature was reported as a big improvement of the gameplay since the previous games, as players no longer need to garrison their mines and dwellings located outside town for protection, even though it was also criticized as being "too easy" by some older fans.
Finally, the game now features only four collectable resources (instead of the classic seven): gold, wood, ore, and blood crystals. The wood and ore are more common and serve to build the players towns as well as keep the flow of the marketplace. The gold is less common and serves to purchase goods and armies.
The crystals are rare and valuable, and are required for otherwise unaffordable content (like Champion creatures, for example). There is also a new mode called "kingdom conquest" in multiplayer, in which the players must capture as many towns as possible, and maintain their hold of their "kingdoms" for a certain period of time. It is similar to the "king of the hill" feature in many first-person shooter games.
There are five factions in the game: Haven, Sanctuary, Stronghold, Inferno and Necropolis. In general the first two factions are "good-aligned", Stronghold is neutral and the last two are considered "evil". However, within the story-arc individual representatives of each can have their own behaviours that do not necessarily align with their factions alignment.
Each faction has its own individual campaign. In addition, there is a short introductory campaign that is mandatory for all the factions—it teaches the game mechanics and is played as Haven and two final alignment specific missions playable by every faction after completing their campaign, one featuring an attack on the angels floating cities if a faction hero chose the tears or good alignment and the other a hunt to exterminate the Faceless if a hero chooses the blood or evil alignment.
Shades of Darkness adds a new faction, Dungeon, similar to much of its previous installment appearances. The Dungeon faction is considered neutrally-aligned, much like Stronghold, however unlike Stronghold, the Dungeons campaign does revolve around the other factions (most notably Haven and Inferno) and its final alignment is rather chosen by the players themselves over the course of the game.


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