
Might is Right is an old-school turn-based strategy game, it has simple controls and deep complex mechanics.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese, French, German, Spanish - Spain, Japanese, Korean, Polish, Spanish - Latin America
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Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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[h1] Disciples и Heroes в маленьком флаконе [/h1] Пошаговая стратегическая игра старой школы с простым управлением и сложной механикой. [h1] СЮЖЕТ [/h1] Злой самозванец захватил наше королевство. Необходимо поставить наглеца на место! [h1] ГЕЙМПЛЕЙ [/h1] Игровой процесс представляет собой пошаговую стратегическую игру с пошаговым же боем. В самом начале предлагают собрать базовый отряд из героя и одного наемника, причем выбор довольно важен - персонажи очень сильно отличаются друг от друга. В дальнейшем, по ходу игры и роста уровня героя мы сможем взять в команду новых рядовых или даже уникальных наемников. Причем, что замечательно - с каждым особым наёмником связана пусть небольшая, но сюжетная история. Приключения происходят в кажущемся небольшим, но довольно запутанном и опасном мире. Карта наполнена вражескими юнитами, сокровищами, алтарями усиления и даже секретными тайниками, поэтому рекомендую исследовать местность тщательно. Перемещение по миру представляет собой классическое движение на определенную дистанцию клеток. Если происходит бой, то дальнейшее путешествие можно будет продолжить только после конца хода. Что очень понравилось - практически нет "пустых" перемещений. Отряд ходит далеко и, как правило, максимум за пару ходов достигает цели. Бой представляет собой сражение в рядах. Расставляем своих воинов в две шеренги, вражины выстраиваются аналогично и происходят довольно жесткие, конкурентные сражения. Бойцы ближнего боя, как правило, располагаются в первом ряду, танкуют (защищают второй ряд), бьют по первому(доступному) ряду, дальники могут атаковать кого угодно. Нужно довольно быстро понимать тактику победы в очередном бою, т.к. противники не дают спуску и всегда могут чем-то удивить, ведь их прокачка, по сути, представляет собой аналогию развития наших собственных воинов, а она может быть ну очень разнообразна. Очень понравилась система прокачки персонажей. Каждый воин это просто-таки боевой комплекс, который может обладать очень разными свойствами. Наемники и герои весьма и весьма прилично прокачиваются, причем деревья развития каждого класса сильно отличаются. Можно хорошенько усилить как свойства персонажей, так и их влияние на весь отряд. Имеются элементы снаряжения, которыми можно экипировать бойцов и целая куча разнообразных полезных расходников. Рассмотрим плюсы и минусы игры, подведем итоги. [h1] ПЛЮСЫ: [/h1] + Простенькая, но приятная графика. + Хорошее музыкальное и звуковое сопровождение. + Пусть сюжета и не так много, но он очень хорошо подается в виде диалогов с особыми персонажами. + Очень хорошая проработка мира. Он кажется небольшим, но его интересно исследовать + Очень хорошо проработанные деревья развития бойцов. Много видов воинов. Есть уникальные персонажи. + Много видов снаряжения и полезных расходников, в том числе уникальных - навсегда усиливающих персонажей. + Отличная русская локализация текста. [h1] МИНУСЫ: [/h1] - Лично для меня главным минусом стало ощущение того, что пусть и не быстро, но игра закончится, а бесконечного режима не предусмотрено. Считаю этой игре как воздух нужна бесконечная генерация карт и, соответственно, приключений. Тем более для этого есть могучий задел - полностью прокачать героя - задачка не из легких, тут можно заложить сотни часов игры. - Небольшие баги (саундтрек не играет в главном меню, есть некоторая проблема при отображении раундов в бою). [h1] ВЫВОДЫ ОБЪЕКТИВНЫЕ [/h1] Прекрасный проект для любителей Героев и Disciples, которым хотелось бы какой-то новизны. Игра простовата относительно своих вдохновителей, контента явно меньше. Но тут уж ничего не попишешь, насколько понял, малюсенькая команда разработчиков вообще изначально делала игру на 2-3часа. [h1] ВЫВОДЫ СУБЪЕКТИВНЫЕ [/h1] Герои в большей степени и Disciples в меньшей степени были всегда для меня сложноваты. Слишком разветвленная система экономики и менеджмента отрядов, городов. Слишком за многими параметрами на карте нужно следить, чуть моргнул и несешь серьезные потери или вообще проигрываешь. Might is Right лично для меня стала той игрой, в которую приятно играть час за часом. Сосредоточение внимания идет на исследовании карты, поиске секретов, продвижении по сюжету, боях и, собственно, приключениях. Огромная часть микро-менеджмента в этой игре отсутствует и это неожиданно оказывается хорошо. Как и писал выше, горькое сожаление вызывает тот факт, что такая замечательная игра может и не вырасти во что-то большее. Потенциал и задел очень хорошие. PS: Традиционно, полную версию обзора, со скриншотами, описаниями, красивым оформлением, можно найти в кураторе или группе. [code][b][url=https://store.steampowered.com/curator/6851324/] Если понравилось - жми палец вверх и подпишись на куратора, тут тонны обзоров, анализа, а иногда и критики. У нас зеленый свет хорошим играм какого бы года выпуска и бюджета они ни были.[/url][/b][/code] [code][b][url=https://steamcommunity.com/groups/RunnerStreams] Ну а если и в группу RunnerStreams вступишь, то тогда ты просто чудо и мотивируешь нас писать больше обзоров и упорнее раскапывать Стим в поисках годноты [/url][/b][/code]
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Hours played at review time, across 44 reviews with recorded playtime.
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[h1]IN A WORD: [b]MAYBE[/b][/h1] [h1]IN A NUTSHELL:[/h1] [quote=] [b]WHAT TO EXPECT:[/b] Old-school party based adventure RPG. Medieval themed. Accessible and simplified gameplay. Forgiving design. Turn-based strategy. Turn-based tactical combat. Turn-based exploration. Decent visuals and soundtrack. Classes with multiple, part-duplicated skill-trees. Large selection of inventory but few equipment slots. Streamlined gameplay. Single-player only. [b]ACHIEVEMENTS:[/b] STRAIGHTFORWARD, ORGANIC. [b]STATUS:[/b] COMPLETE. [b]WHEN TO BUY:[/b] BUYERS PEROGATIVE.[/quote] [i]More info below....[/i] https://steamcommunity.com/sharedfiles/filedetails/?id=2525065518 [h1]THE LOWDOWN:[/h1] Might is Right (MiR) is a medieval themed, old-school strategy game played on a pre-generated human world. It includes tactical turn-based combat, turn-based exploration and RPG elements. Created using html the game appears to have browser origins. Graphics are colourful but basic. A well produced soundtrack accompanies the action. NPCs have Greek sounding voice-overs. Controls use a simple right-click radial dial to issue orders or buttons as an alternative. Players create a hero that moves across a square-tiled map to reveal static enemy squads and enemy-held settlements. Up to five additional allies including named individuals and elite classes can be recruited from liberated settlements. NPCs can be hostile, award quests or offer their services. During a turn, multiple actions can be performed within a movement boundary or until combat is initiated. Chests and caches can be looted, portals used, trade initiated at liberated settlements and combat modifiers gained by visiting places of power. Garrisons can be recruited to protect settlements and warriors ferried between these where required. Prior to combat enemy squads can be inspected to avoid unwinnable battles. Once initiated combatants fight on an intimate battlefield over several rounds, until one side is bested or the other flees. Combat is a simple process of performing the sole class action of each character. Trading blows with opponents. An auto-resolve exists for those that seek it. All characters can defend, defer their action or inspecting enemies. RNG is not a factor. Pure stats determine aspects such as: damage dealt, wounds healed, etc. Levelling is unlimited. Experience points are gained allowing investment in class skills. Stacking these together, buffing allies and debuffing enemies form the core of the combat mechanics. There is an extensive inventory of items to collect. Up to three items can be equipped to boost capabilities. The game ends with the defeat of an evil king after a monumental final battle. https://steamcommunity.com/sharedfiles/filedetails/?id=2525074587 [h1]THE GOOD:[/h1] + 16h campaign with procedurally generated enemies. + 1 of 8 heroes, 18x mercenaries, and 3x unique mercenaries can be recruited. + 200+ talents (some duplicated) allow for role customisation for characters. + Large inventory of 183x items items to discover. 13x item sets with bonuses. + Designed to be very accessible. + Battles can be auto-resolved. + Decent AI together (with pre-set skill-sets) provides a very balanced and scaled challenge. [h1]THE BAD:[/h1] - Cannot access inventory during combat. - Alot of roving bands can be overpowered during the first and middle phases. - Many times the AI uses up town recruits so decent garrisons cannot be built. A vicious cycle. - AI can completely use up all warriors in a settlement. Leaving no one to recruit for garrison duty. - Slow game loading during late game. Can freeze if audio played from other apps in background. - Alt-tabbing caused music to lose synchronisation. [h1]AND THE REST:[/h1] * Old school graphics, look and feel. * Regimented combat. * Simple streamlined gameplay. * Overland encounters scale with party progression. * Roving patrols give players something to think about. * Voice overs add some flavour to the atmosphere. https://steamcommunity.com/sharedfiles/filedetails/?id=2525066311 [h1]ANALYSIS:[/h1] MiR proved a better game than initial IMPRESSIONS suggested. Especially given its apparent browser origins. The general aesthetics were attractive with pretty visuals and cleanly drawn art. A suitably upbeat soundtrack supported its medieval ambience. In some respects the game is reminiscent of Disciples II. Overall GAMEPLAY was fun, fast-paced and mostly casual. Due to the light touch applied to its design, STRATEGY was limited to a couple of core aspects. Party composition and skill selection were the biggest factors and the most engaging. Essentially determining what the player's tactical play-style was. Given the restriction to one action per character, it would be up to player's to try enough combinations of classes to get the required effect. Due to its focused approach COMBAT was a fast-paced, no nonsense affair. Almost regimented in nature. Utilising a core set of attributes with passive and active properties that could be layered on recipients or targets. The application of DPS, healing and buffs resulting in a simple binary system whereby if one side could out heal the DPS of the other there would only be one outcome. Where both sides were better balanced then outcome would be dependent on the players tactical astuteness. This did deliver at times a somewhat formulaic nature to combat. Eventually battles became very repetitive and began to grateful use the useful auto-resolve feature. Partially duplicating skill-trees across character classes felt like a cop out. It did reduce mental overload but at the same time limiting variance between individual character. At least roles could be clearly defined by stacking points into skills to give specific bonuses; health and restoration for healers, armour for tanks and damage and life-steal for damage-dealers. There was a deeper element of attributes that allowed players to buff these actions even further. Understanding these was essential to compete against tougher foes. As was the option to negate enemies with player attacks. All of these combined outside combat to form what essentially would be the TACTICS that would play out during an encounter. The large range of inventory available played its own part and was a joy to manage. Though only three equipment slots to character was derisory. DIFFICULTY proved to be forgiving in nature. Achieved by allowing inspection of enemy squads to avoid tough battles. There was also the option to flee from combat. Limitless resurrections to the nearest settlement on a wipe, cemented the feeling that the game wanted to allow players to play on and learn from their mistakes. With only one profile and multiple auto-savepoints. previous points could be returned to where a serious mistake is made. However starting a completely new game wipes all of these. Some ISSUES were encountered. Finding enough recruits to garrison liberated settlements could be a problem. With an AI armed with copious gold and programmed to use these up relentlessly. Allowing movement post combat up until its limit would have increased the gameplay flow significantly. At times having one party to control would have added an extra dimension to play. Loading slowed down the with progress. By day 150 it was starting to become noticeable. Constant backtracking extended the game's duration. [h1]VERDICT:[/h1] MiR falls between a MAYBE or WORTHWHILE recommendation. With its overall presentation, forgiving design, lite complexity and, streamlined and accessible gameplay, it has the hallmarks of a fun experience that scales well but becomes repetitive and drawn out. Despite this it possesses that 'just one more turn' feel. [quote=]Thank you for reading. | Follow my curator[url=https://store.steampowered.com/curator/40556040-The-Irregular-Gamer/] here[/url]. | Key provided by [url=https://steamcommunity.com/groups/ReviewersParadise]Reviewers' Paradise[/url][/quote]
As a newbie to computer games I am not sure if my opinions really hit the points, but I would like to share my feelings here. Form the beginning it is a bit plain, normal fighting combats. But as time goes by and the difficulty increases, the game very quickly becomes quite attractive to me. I have to think very carefully about what talents to get for my units, what units to buy, how to defend the towns that have been conquered by me, and such stuff, to avoid losing too soon… by the way, these many units are also something to be learned, take me some time to properly make full use of them. As the game has claimed itself, there is state of the art AI. I do think the authors have done a great job, as I feel the enemies are always at a proper difficulty level for me as the player. Maybe I am trying too much to dig it up from the engineering’s perspective (I am an automotive engineer), but this is indeed an interesting point. Overall it should be a good game worth giving it a try.
I don't want to hold down games that are similar to Disciples and with a good idea, but this game can't condier itself released. There are so many details that are unfinished. Menu feels like placeholder, many sound effects non existing, but complexity for such simple game over the place with tons of talents. One would say that many choices is a good thing. In this case, I believe the game itself does not have that much complexity and the diversity is cosmetic. But I did not play for long, too many things are offputting to me. Of this game would release later with proper execution, it might be worth a shot.
Personally I am quite liking the game, though its scope is undoubtedly limited and I can see that many would probably tire of it fairly quickly. Currently the game consists mostly of wandering a small map and grinding mobs to level up your party (in order to fight higher level mobs and liberate a few sporadic settlements). Yes, it is fairly repetitive, but I do quite like style of the turn-based combat and class customization. Certainly one of the better Early Access titles I have chanced my money on, and I look forward to seeing how the game develops through Early Access.
An OK game, that is rather samey the entire time, until the final fight. For some reason the Devs made the final fight with mobs about 5x more powerful than anything you've fought before. Absolutely stupid. My group that was steam rolling along is wiped out in 2 rounds by King Barbiche. His first salvo knocking out half my squad. lol If you read some of the replies by the devs in the forums, they pretty much seem to think the players are going to play the way they do with their inside knowledge of the game. It's just silly. I'd avoid this title. You'll play hours just to get to the end to a stupid fight that is over the top moronic in design. Note: Looking through all the positive reviews for this game you'll see not many played near long enough to get to the final fight. Like to see their reviews post Barbiche stomping you to the ground in an unfair battle. Got banned from the forum, but will update my review. The dev said "You believe that you are entitled to beat the game, that is not our position.". What a great position to have....onceyou have someone's money. The point of a game is to beat it. When you make the final fight so rediculous that only certain specific tactics will work, that's the sign of a broken encounter. These are the same devs where I had to point out in their tactics thread they had wrong information posted. But sure, they can't be wrong about the final fight. BTW, I know of a handful of other differences between the game and what you've posted. Sloppy quality control. Edit after the devs edit: Funny how in the same thread I posted another customer posted the same exact experience I did....albeit he did it in a much softer manner than I. That you simply refuse to understand/believe your final fight is a broken increase in difficulty, just shows your arrogance...an arrogance many devs have. Your snarky battle royale comment perfectly demonstrates your lack of self awareness. Not sure how you can claim "basic decency" while dropping snarky comments of your own. That's probably lost on you though.....much like the sales you've lost from my buddies that were going to buy the game but won't now.
Fast paced easy to understand battles are addictive, beautiful scenery is calming to view, characters have diverse skill trees so you can custom build to your liking. Variability in character appearance is disappointing as 8 of the 12 classes are recolors of 2 different skins (one male the other female).
So I finished a game a couple times now, and as a long time fan of Disciples 2, I have been waiting for a game like this for a long time, and I must say it didn't dissapoint. The game provides sufficient mercenary/hero diversity for multiple playtroughs and combinations. It is rough arround the edges, with occasional crashes and missing features like quest log(or at least a chat log), but it's still in early access, and I can't wait to play it again once it's finished :)
모험하고 싸우고 점령하고 성장하고 지도를 돌아다니면서 적들과 전투를 진행하고 이를 통해 성장하면서 더 강한 적들에 맞서 싸웁니다. 적들의 우측에는 다양한 색상의 보석들이 존재하며 이 보석의 색상에 따라서 자신의 파티와 상대 차이의 전력을 대략 비교할 수 있죠. 보석의 색상이 짙을수록 강력한 적이기에 변수를 만들어낼 수 있는 파티가 아니라면 적당하게 성장한 뒤 도전하는 것이 좋습니다. 전투는 턴 방식으로 진행됩니다. 각 캐릭터의 속도에 따라서 순서가 정해지며 순서에 맞춰서 적을 지정해 공격하거나 방어, 대기가 가능하죠. 캐릭터의 직업에 따라서 근거리/ 원거리 공격이 가능하며 전체 공격이나 소환, 치료 등의 역할을 수행하게 됩니다. 기본 공격(능력)외에 딱히 스킬은 없는 듯한...? 전투에서 승리하면 경험치를 획득하고 성장할 수 있습니다. 레벨이 오르면 포인트를 얻게 되고 이를 소모하여 특정 능력을 상승시킬 수 있죠. 이를 통해서 공격적/ 방어적 능력을 상승시킬 수 있는대 클래스에 따라서 그 성장 방향이 달라지기도 하죠. 또한, 장비를 획득하여 장착시키는 것도 가능하며 일부는 세트 효과를 발휘하기도 합니다. 지도를 돌아다니다보면 큰 건물을 발견할 수 있으며 이 건물을 점령중인 적을 처치하면 이를 점령하는 것도 가능합니다. 점령한 지역에는 용병을 고용하여 배치해 수비를 할 수 있고 상점에서 거래를 통해 아이템들을 구매하는 것도 가능하죠. 적 영웅들도 플레이어처럼 지도를 돌아다니고 건물을 공격하기에 골드를 소모하여 용병들을 성장시켜주는 것이 좋습니다. 외에도 메인 영웅의 레벨이 일정 수치에 도달함에 따라서 슬롯이 오픈되어 파티의 규모가 더 커지기도 하고 보물상자들을 오픈하여 다양한 보상들을 수집하거나 석상, 우물 등에서 다양한 버프를 받기도 합니다. 참고로, 전투 중에 파티원이 사망하면 부활 아이템으로 부활시킬 수 있으며 전멸을 하게 된다면 가까운 건물에서 부활하는 것도 가능합니다. 아쉬운 점 -기본 공격 외에 스킬이 없는 것으로 보임 -체력에 비해 딜이 은근 높은 경우가 많음 -조금 반복적임
I've had this game in my library since August of 2020. It has steadily improved and taken as a casual game is quite enjoyable--with one caveat, which I will get to in a bit. You start out with one hero and one squad member. Your choice of hero is very important. Even whether you choose male or female, since the skills are different. For instance, the Countess has a powerful single heal, similar to the game's Herbalist. The male counterpart, the Earl, has a group heal, similar to the game's Grove Keeper. You aren't going to know what's in your hero's skill tree until you're actually in game and can look at the talent tree. Depending on the hero type you choose (healer, mage or tank) you're choices for your first squad member will differ. Once you're familiar with the hero talents and the different starting squad choices, making your choice will be easy, but the first time you see the choice wheel, it may be a little confusing, so it's important to spend a moment to understand the information as it's presented. Once you're on the map, the game takes on a familiar form, a map to discover, towns to conquer, roving heroes to eliminate, bands to kill for loot. As you gain levels, the number of squad members you're allowed to have grows to a total of six, including your single hero. You only ever have one hero. The hero and every squad member has a talent tree. You get one talent point every time you level. Talents allow you to customize your squad quite a bit. Just like any RPG, some skills are more useful than others, but you always have the choice to go defensive or offensive; emphasize buffs or debuffs. This is the real genius of the game and makes for a lot of replayability. There are a great many gear and buff items that drop in the game, some quite powerful. Once you have conquered a town, you can install a defending squad and equip them or not as you like. You'll need these, because heroes from enemy towns will spawn regularly to attack your towns. If they are not properly defended, they will fall into enemy hands. It takes time (and gold) to build up good squads in all your towns. You may have to shuffle troops from one town to another; every town has several troop types it offers, a mage or swordsman for instance, but perhaps no healers. Another might have healers, but no ranged units. If you enjoy balancing your defenders and trying different combinations, it can be quite satisfying when your town successfully defends itself from a marauding hero stronger than your defenders. Battles are straight forward set pieces. Your squad arrayed against the enemy. You can move your troops into any configuration of 3 front, 3 back, that you like while you are on the map or interfacing with a town. But once battle starts, you cannot reconfigure them. The battle is fought in rounds, which each troop taking its turn to either attack, defend or wait. As you can see this is standard stuff. The map is beautifully designed with choke points defended by enemies that you will have to get past as you progress. Once landscape mobs are destroyed, neither they nor the loot chests they guard respawn. The game is altogether enjoyable and easy to play. But what about my caveat? I've played over 100 hours, through many iterations and have yet to kill the final boss. He's designed to be difficult, as is appropriate for the winning fight. The mechanic is explained by one of the popup townspeople when you're close to his castle. If he casts XYZ, attack. If he casts ABC, wait, until this or that, then you have to decide whether to attack or wait. If you understand that this informational dialogue is crucial, you'll be waiting for the cue that the big baddie has cast XYZ, ABC or something else. And that cue never comes. You'll have to go to a troop's drop down arrow that shows all the buffs and debuffs on it. You'll have to cursor over each and every tiny icon to try and figure out which one is the one you should be concerned about. This late in the game, there could be as many as 30 little icons to parse through. I kid you not. Whether you agree or not with the philosophy of how this last fight is set up, with a mechanic not previously used in the game, with a boss and his squad with substantially greater hit points than your guys could conceivable have, the realization of the fight is poor: you cannot easily determine this incredibly key piece of information, so key that the devs carefully set it out for you, and this failure makes the last battle frustrating and ruins an otherwise completely enjoyable game. Ruins it--if you're a finisher. I'm not. I like the beginning, the conquering of towns, defending, trying different builds, switching up my squad, tempting fate against much stronger foes, and all the rest, which is done extremely well. If I have a brainstorm, I'll quickly ditch a game and start a new one to try something else out. With this playstyle, I almost never reach the end of a game and that's never bothered me. I actually got to the end of Might is Right several times, only to be baffled by the boss fight. With this caveat firmly in place, I'm happy to recommend the game.
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