Might and Magic VI: The Mandate of Heaven
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Might and Magic VI: The Mandate of Heaven | |
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Developer(s) | New World Computing |
Publisher(s) | 3DO |
Designer(s) | Jon Van Caneghem Mark Caldwell (EP/Programmer) |
Platform(s) | Microsoft Windows |
Release date | 1998 |
Genre(s) | Computer role-playing game |
Mode(s) | Single player |
Rating(s) | ESRB: T (Teen) USK: 12+ OFLC: M15+ |
System requirements | 16 MB RAM, 4X CD-ROM drive, DirectX 5.0, Windows 95 |
Input methods | Keyboard, mouse |
Might and Magic VI: The Mandate of Heaven is a role-playing game developed by New World Computing and published by 3DO in 1998. It is the sixth installment in the Might and Magic series, the storyline sequel to Heroes of Might and Magic II and the first of the Might and Magic titles to take place in the same world as Heroes of Might and Magic.
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[edit] Gameplay
The player takes control of four adventurers and starting with the lowest attributes, guides them to be mighty heroes to save the fictional land of Enroth. Might and Magic VI effectively re-launched the Might and Magic RPG franchise, which had not seen a new title since Might and Magic V: Darkside of Xeen was released five years prior.
Might and Magic VI allows the player full roam over the terrain, as opposed to the grid-based maps of the previous titles. Battles can be conducted either in real time or in a turn-based mode, where the player can take time determining what enemies to attack or what spells to cast. However, the player's movement is severely limited in turn-based mode. As in the rest of the series, all action is shown through the eyes of the party.
The characters improve in ability using a mix of class-based and skill-based systems. Upon party creation, the player chooses classes for each character, which determines their abilities. As characters gain experience and advance in levels, they accrue skill points which make them more powerful in their fields of expertise.
The magic system in MM6 is unique within the series in that many of the more powerful spells are available to low-level players, which can affect the balance of the game. In earlier Might and Magic games, more powerful spells become available as characters attain higher levels. In later games the more restrictive skill point system prevents characters from learning powerful spells until they have completed the necessary promotion quests. MM6 players can choose to concentrate their skill points on spellcasting skills, and, providing that they can gather enough money to learn them, can begin casting the biggest spells at relatively low character levels.
The skill point system also affords the player an abnormal degree of liberty. While most weapon, armour and magic skills are restricted to certain character classes, characters' advancement in their learned skills is not restricted by class: an archer, for example, can become no less skilled at using a sword than a knight can. Also many adventuring skills, such as Repair and Merchant, are fully available to all classes. The skill system was made considerably more restrictive in later sequels.
While its role-playing side is very hollow; the character development system, non-linear plot, critically acclaimed musical score and the adoption of a fairly modern (for 1998) graphics engine made the game quickly popular amongst role-playing fans.[citation needed]
This game has a GameSpot score of 'superb,' the highest possible rating on Gamespot's scale.
[edit] Plot
With the problem of the corrupt Guardian, Sheltem, finally dealt with (see Might and Magic 1 - 5), the 1500-year war between the Ancients and the Kreegans spills over into nearby planets. One of these is the planet on which the continent-nation of Enroth lies. Ten years after the end of the Succession Wars, on a day later to be known as the Night of Shooting Stars, meteor-like vessels fall to earth, infested with Kreegans. The king of Enroth, Roland Ironfist, departs north with an army seeking to investigate the strange appearances of these devil-like creatures in northern Enroth, achieving a few early victories. However, betrayed by a traitorous Wizard named Sulman, Roland's forces are ambushed by an enormous Kreegan army. Roland, his Court Wizard Tanir and the noble Sir Ragnar are captured, while the rest of the Enrothian forces are decimated.
With their King missing and his young son, Nicolai, left to rule the kingdom, the people of Enroth begin to fear that the Ironfists have lost the "Mandate of Heaven" (the divine right to rule). The four player characters come from the town of Sweet Water, which was attacked and overwhelmed by the Kreegan invaders. Falagar, a powerful magician, intervenes and saves the characters, teleporting them to safety in the distant town of New Sorpigal. From there, he trains the four heroes gain until eventually they are ready to take on the demons and restore the Mandate of Heaven.
[edit] Sequels
The sequel to this game is Might and Magic VII: For Blood and Honor, also developed by New World Computing and published by 3DO. This was followed by two further sequels. The story of this game is also the base of the whole Heroes of Might and Magic III story.
[edit] External links
- Might and Magic VI: The Mandate of Heaven at MobyGames
- Mandate Mania - The Unofficial Guide to Might and Magic VI
- Might and Magic VI Tavern
- Extensive solution at Spoiler Centre
- Might and Magic VI: The Mandate of Heaven at GameFAQs
- Celestial Heavens, fan site with news, features and discussions about the Might and Magic series (see Celestial Heavens)
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