If we haven’t played Might Magic: Clash of Heroes, a Capybara Games-developed and Ubisoft-published Nintendo DS diversion sensitively expelled in late 2009, afterwards contrition on you. Clash of Heroes churned nonplus diversion elements with tactical gameplay, and threw in some-more than a smidgen of role-playing goodness. The outcome was one of a many strange and addictive titles on Nintendo’s handheld.
So again, if we missed out, contrition on you. But Capybara is giving we a possibility to make adult for your misdeed, as it’s releasing a high clarification chronicle of a diversion for Xbox Live Arcade and PlayStation Network this April. I’ve got my hands on a diversion a few weeks early, and it’s official: this new chronicle appears to be only as good, if not better, than it was on Nintendo’s handheld.

Might Magic: Clash of Heroes (Xbox Live Arcade, PlayStation Network)
Developer: Capybara Games
Publisher: Ubisoft
Release date: Apr 2011
Price: TBD
The Might Magic array has a prolonged history, dating behind to a 80s as a classical role-playing diversion series. But a initial thing we should know about Clash of Heroes is that while a account competence be intrenched in a Might Magic universe, prior believe of that universe is not required. Clash of Heroes seems to mount bravely on a own, resting on a strengths of a innovative gameplay mechanics and desirable visuals. In fact, a Might Magic tie is what roughly done me disremember Clash of Heroes in 2009. I’m blissful we didn’t.
Clash of Heroes borrows certain diversion elements from all over a map — including turn-based plan and normal role-playing games — though a fight complement is during a core of what creates it so special. It’s also
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