It happens to every hero. They go and save the world from demons and dark forces – at quite a bit of personal risk to themselves – and then the devilish fiends simply come back for more at a later date. In hindsight, you can see how using the intervening period to train up an army and invest in a handful of nuclear weapons might be a good idea, but that never seems to be an option in your average RPG.
Not that Might and Magic II is your average RPG in most other respects, though.
It's the kind of game that makes it easy to forget you're playing on a mobile. By that we mean that with its richly detailed environments, graphically it could be a DS game, for instance, while comprehensive combat mechanics and an inventory full of items and magic add more bulk to its handheld console title appearance.
Like any RPG worth its leather boots, your quest begins in your home town, a tiny section of the world of Erathia. Your adventure kicks off properly after finding the mayor, who informs you that the Orb of Might and Magic is in danger. Some sword and magic lessons later, you head off to save the world.
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