Might and Magic: Clash of Heroes Preview
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The main bulk of the game appears to lie with Clash of Heroes' unique concept for battles. Combat takes place across the DS' two screens, your opponent's units displayed on the top screen and yours on the bottom. Restricted by a set amount of turns, the challenge is to move and link characters of the same colour to form a unit of three (for three is undeniably the magic number), which can then launch an attack after a corresponding number of turns. Core units will likely attack on the next turn, but stronger units will take a higher number of turns before actually launching the attack, so there's already a degree of forward planning that's required. Attacks are dependant on the unit launching them, causing harm to any of the opponent's units that they come into contact with and ultimately charging to the top of the screen and causing damage to the main character that you're fighting against. Cause enough damage to their HP gauge and you'll emerge victorious. We've played a substantial amount of the first few acts and were pleased to find Clash of Heroes varying the objectives nicely, with challenges such as avoiding an ally on the top screen or targeting two moving units that were attempting to saw down a sacred Druid's tree.
Beyond the standard attack technique of linking similarly coloured units, Clash of Heroes appears to offer a considerable amount of depth and variation. Similarly coloured characters linked together in a vertical formation will form an attacking unit, however combining them horizontally will create a wall to resist against your opponents attacks. Creating two or more attack units of the same colour will create a Link, which provided they attack on the same turn will cause more damage. Stack two attack units together (or two walls) and you'll create a Fusion, which reduces the number of turns you have to wait until the attack is created.