Wanna play with some toys? In a philosophical sense, most strategic or tactical games could be described as playing with digital toys, moving them around, making them change colors, and so on. But in a much direct sense, Might & Magic Showdown is very directly about playing with toys – miniatures, specifically. Pick ‘em out, paint ‘em, and send ‘em into battle – that’s Showdown.
It’s difficult to describe exactly how Showdown works, because it’s a combination of a few different ideas that make for a pretty fascinating whole. The focus on multiplayer and the progression systems make it feel a little like a MOBA, although it’s only one-on-one in terms of human players. Those players each control a hero, who has cooldown-based abilities that make them feel like a character in a World of Warcraft-like massively multiplayer role-playing system. But they have a few minions on their side, who are pre-programmed by players using a tactics system similar to Final Fantasy XII or Dragon Age: Origins. And then there’s the miniature painting system, which feels unlike anything I’ve ever played.
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It’s difficult to describe exactly how Showdown works, because it’s a combination of a few different ideas that make for a pretty fascinating whole. The focus on multiplayer and the progression systems make it feel a little like a MOBA, although it’s only one-on-one in terms of human players. Those players each control a hero, who has cooldown-based abilities that make them feel like a character in a World of Warcraft-like massively multiplayer role-playing system. But they have a few minions on their side, who are pre-programmed by players using a tactics system similar to Final Fantasy XII or Dragon Age: Origins. And then there’s the miniature painting system, which feels unlike anything I’ve ever played.
Continue reading…
Continue reading...