The Dungeon faction and Dark Elf heroes are well suited to the turn-based game

Apr 2, 2013 17:11 GMT  ·  By

Might & Magic Heroes, the turn-based strategy title from Ubisoft, has failed to recapture the glory of the second and third titles in the series and the publisher is aiming to change the situation with the launch of the new Shades of Darkness standalone expansion.

The big new feature is the addition of a Dark Elf faction, which seems to use many of the characteristics that Dungeons & Dragons has associated with the race.

The Dungeon civilization that uses Dark Elf heroes is very capable when it comes to hiding and springing traps on their enemies, with subterfuge the best way to approach battles.

Even their lowest unit, the Assassin, can hide in plain sight before the attacks and that makes it a very good defensive ambush unit and a good way of attacking enemy ranged units.

Another good example is their racial ability, called Shroud of Malassa, which allows the player to choose one of his units, hide it from the opponent and increase its damage dealing potential, making it a powerful force to strike from the shadows and take out important enemy assets.

The problem with the Dungeon faction is that they start off relatively vulnerable in term of units that can soak up damage and that they often see their ranged units targeted, especially the lovely beholders.

Early game creatures rarely posed a problem, but once I hit enemy heroes, I quickly adopted a rather defensive style, at least until I could get a few minotaur stacks to bolster my forces.

Still, enemy heroes posed a solid challenge and a few changes in tactics were required before I could get big victories while reducing my own losses.

Castle assaults are also difficult tests and I have often misjudged the strength of enemy positions and was then forced to fall back.

Overall, the Dungeon feels like a good addition to Might & Magic Heroes VI: Shades of Darkness, opening up more options for long-term fans and an interesting entry point for newcomers.

Might & Magic Heroes VI: Shades of Darkness has also delivered a few frustrating moments, having mostly to do with the familiar small army battles that have a clear outcome from the moment troops take the field, but still require time to complete.

The preview version of Might & Magic Heroes VI: Shades of Darkness was limited to two maps and the development team promises many improvements before the game is actually launched.

The standalone expansion and a complete edition of the turn-based strategy should be available on May 2 on the PC.

Bear in mind that all the images attached to this preview have been provided by Ubisoft, though I can safely report that the Heroes VI looks better now than it did when it was first launched.

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Assassin move
Hero look
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