
Might is Right is an old-school turn-based strategy game, it has simple controls and deep complex mechanics.
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Languages: English, Russian, Simplified Chinese, French, German, Spanish - Spain, Japanese, Korean, Polish, Spanish - Latin America
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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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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[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.
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 :)
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).
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
У меня полное ощущение, что меня развели на 360 рублей. После прохождения игры, всего 13 часов и одна карта!!!! Это все!!! Да, всего одна карта!!!! Игра невероятно скучная и однообразная. Первые 2-3 часа есть хоть какой-то интерес, после боевки в авто и редко в ручном режиме. Огромное кол-во положительных отзывов явно проплачены. Почти все пишут про уникальную механику! Нет ее там!!!!!! Крайне не советую данную игру!!!! Верните деньги мошенники!!!!
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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