The appeal of the "Heroes of Might and Magic" (HOMM) series of games is the unique blending of role-playing and strategy that effectively offers some of the best aspects of both genres. HOMM1 came out in 1995 and became an instant classic. And now, with a slight name change, the sixth installment "Heroes VI" is released, retaining the turn-based fantasy experience while adding a few notable changes to the underlying gameplay.
One of the major changes is that all heroes and creatures now have separate might and magic stats, such as might attack, magic attack, might defense, magic defense, and so on. In older HOMM games, they had only one set of stats that applied to melee combats only, and had no defense against spells. In Heroes VI, when spells are cast against you, you actually have a magic defense stat that gives you some protection. Essentially this gives you some magic resistance that you may not have otherwise.
Another big change is there is much more freedom in how your heroes choose their skills (now called abilities) during advancement. In older HOMM games, abilites were given based on certain probability. Now you can pick the abilities as you want them. For instance, you can pick the "Scout" ability that shows you exact sizes of enemy stacks right from the start, and you don't have to wait for it to come by. Every time your hero advances, you are given an "ability point". You can "spend" each point on adding an ability. There are 31 "Might" abilities and 46 "Magic" abilities (formerly called spells), many of which are upgradeable.
Many of these abilities are similar to what we got in older HOMM games: gets extra resources, better morale or luck, more movement, increases certain stat by N, scouts enemy troops, heals, dispels, weakens, etc. But there are some interesting new abilities I haven't seen before. The "Plunder Mine" ability lets you grab 3 days' worth of resource from a mine in advance (like an ATM). The "Rockwall" ability erects a stonewall to protect a shooter stack during combat. The undispellable "Time Statis" ability makes an enemy stack skip N turns during combat. The "Warlord's Command" skill forces a friendly stack to act immediately during combat. Yes, perennial favorite "Chain Lightning" is still here, as is "Teleport (friendly stack)" during combat.
Then you have unique faction abilities. During combat, something called a "racial gauge" gradually fills up depending on the actions on the battlefield. When it is filled up, you may use new and fairly powerful abilities unique to your faction, such as making one friendly stack invulnerable for one turn, or duplicating a stack for a turn, or restoring N% of your total army health, etc. As your heroes advance, you can make the racial gauge fill up faster.
Two welcomed additions to combat are you can now see an event log during combat, and that creature stacks can now directly attack and deal damage to castle walls during siege battles, with a nice progress bar showing you the "health" of the castle wall.
Furthermore, each faction's town can build unique buildings that give you even more unique abilities. For instance, a Haven town can build a Statue of Revelation that lets you remove the fog of war on the adventure map once a week. Every town also lets you build a Town Portal that offers everyone's favorite ability: teleport between towns.
Regarding creatures, they now do not affect your army's movement (in past games, slow creatures slowed down your army). Heroes VI offers 5 factions, each with 7 creatures, all upgradeable. For some reason, a lot of nature creatures are missing: elves, dwarves, unicorns, and the likes. And here is one of the more "out there" design decisions in Heroes VI: we get a Japanese-inspired "Santuary" faction, with creatures named Wanizame, Kenshi, and Kirin, and the likes. One creature is a half-man, half-shark, which I think looks ridiculous. In terms of gameplay, they are not much different. My understanding is Heroes VI is supposed to be a prequel, thus the use of what seem to be more ancient mythological themes.
Unlike Heroes I, II, III and V, in Heroes VI your heroes can be without an army. Army-less heroes are not allowed to initiate battles. And when army-less heroes are attacked, they are defeated right away.
I have no major quibbles with this game. A minor one is there is no full-screen photogenic view of the town screen. Instead, you see a rather lame windowed view of the town. And some of the buildings you have built are not shown. As a result, town management is now more business-like instead of immersive.
Other minor quibbles. During siege battles, you can shoot through castle walls just like in Heroes V. Is it so hard to animate a high-arcing arrow going over the wall instead of through the wall as if it wasn't there? Like in Heroes V, Heroes VI lets your heroes participate in combats, even attack creatures behind the enemy's castle wall. Can they just let the heroes make only range or magic attacks instead?
The positives far outweigh then negatives, in my opinion, making Heroes VI an improved and better-looking version of V. And I almost forget to mention the graphics. Even though it uses DirectX 9 like Heroes V, Heroes VI looks even more gorgeous and detailed and this is easily the best a HOMM game has ever looked. Minimum system requirements have been raised to dual core CPU, 1 gigabyte RAM, and pixel shader 3.0 video card with 512MB video RAM. To test if your PC can play it, try the playable demo, which can be downloaded at various game sites like Gamespot or Steam.
The game comes with 6 campaigns, a tutorial campaign, 15 standalone scenarios, and, yes, a map editor. Those 15 scenarios surely are a big improvement over the measly 6 scenarios offered by Heroes V. To open the map editor on Windows 7, go to Start, All Programs, Games, right-click on "Might & Magic Heroes VI", and click "Start Scenario Editor". Unfortunately, there is no documentation whatsoever, and the game manual doesn't even mention the editor. I went as far as creating a starting hero, creating a starting point, adding a few structures, but I am stumped on how to add a win condition. My custom scenario shows up in the game automatically, but it won't start, of course, without a win condition and probably other things. The scripting tool, called trigger editor, also looks daunting. If anyone knows where to find good documentation, please comment.
Just want to clear up one controversial topic. As of early 2011, Ubisoft has removed constant online authentication DRM for its PC games. This is certainly true for Heroes VI, as I've been able to play it offline. You only need to be online once when you activate the game. To encourage users to play it online, there is an "Conflux" feature that gives you bonus online goodies, such as achievements.
** ADDED 11/2/11 **
As you see the reviews below me, there are still people who insist on obfuscating the facts about what's online and offline, so let me repeat. YOU NEED TO GO ONLINE TO (A) REGISTER FOR AN ACCOUNT, (B) ENTER THE PRODUCT KEY DURING INSTALLATION, AND (C) DOWNLOAD ABOUT 50-60 MEGABYTES OF PATCHES DURING INSTALLATION. These are ALL the things you need to do online. After that, you are free to play offline forever - MEANING NO CONSTANT INTERNET CONNECTION REQUIRED, NO LOGGING ON REQUIRED. You can even install this game on multiple PCs, making this one of the most lenient DRM schemes ever. Yes, perhaps Ubisoft should explicitly mention online activation. Yes, there is extra gameplay material for online only. And yes, those with slow dialup Internet connection will be inconvenienced. But none of these things are such big offenses that one should write shrill, negative, and misleading reviews about. The fact is we are WELL UPON the era of Internet as a necessity. Games requiring online activation are extremely commonplace nowadays. Windows, antivrus software, and many productivity programs utilize online activation and downloading of critical updates, which is also very commonplace. A majority of the US population do have broadband internet. Even rural areas have over 60% broadband users. Those who don't have this necessity would naturally feel frustrated, but there is no reason to OBFUSCATE THE FACTS. THIS GAME REQUIRES INTERNET ONLY FOR ONLINE REGISTRATION, ACTIVATION, AND INITIAL DOWNLOADING OF THE PATCHES ONLY; AFTER THAT YOU ARE FREE TO PLAY OFFLINE. As to the extra gameplay material that offline players cannot use, again, it's commonplace nowadays to have bonus features for online users. Even in home video, BD-Live gives Blu-ray players with Internet connection extra features. BE THANKFUL that this game has an offline mode at all, which is NOT COMMONPLACE. If you ask why you should pay full price for online features you cannot use, ask instead why online users pay extra for their Internet connection, and you may realize you are misguiding your frustration to the wrong party. Guide your frustration to our politicians instead. If we have better infrastructure in this country, there will be more people with broadband access.