Might and Magic: Clash of Heroes Interview
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IGN: Most of the people at this point know the basics or at least could understand them quick: You can move three units on your screen a turn freely, math three vertically and you attack, match three horizontally and you start to build walls, but it goes way deeper than that of course. what I haven't spoke on yet though is the story mode. How much of an emphasis is on the RPG feel, or the customization?
Kris: We consciously didn't want to go with a full-blown RPG style with this, so the majority of your customization comes from finding and leveling up different units for each faction, and then there are artifacts that you can collect Editor's note: These include things like a free resurrection if you die, more attack power to specific units, etc. and hero/unit level ups. And that provides a lot of different combinations and strategies, but it is lighter than something like Final Fantasy or PC RPGs or something like that, but I think that's good.
Nathan: Yeah I think at its core the RPG elements are very visible, but not very pervasive. You don't feel like you're playing an RPG at least not the stuff like grinding, trudging through we've consciously dialed back those elements, so instead you've got core units, you need to buy more powerful elite units, you can find artifacts, level up, but beyond that its meant to not get too much deeper.