Might and Magic: Clash of Heroes Preview

Virgin Media brings us a closer look at Capybara's turn-based RPG/strategy hybrid for the Nintendo DS, Might and Magic: Clash of Heroes.
Clash of Heroes' genius is its depth and how it eases you into its nuanced and wonderfully balanced competitive gameplay. If you're smart you'll remove a unit from the battlefield, causing the units above it to drop down and form a chain, giving you back the move you've just used. If you're smart you'll see how you're able to remove units in this way so that elaborate chains are formed as efficiently as possible. If you're smart you'll begin to view the battlefield, which can get extremely complicated and crowded very quickly, like Neo views The Matrix: as an arrangement of coloured objects that need to be managed using a set of rules in order to decimate your opponent before you yourself are decimated.

There's loads of variety, too. There are elite units (which need two same coloured units placed behind them to trigger), champion units (which require four units to be placed behind them to trigger), and Hero spells (which take a number of turns before they're available). And they're all different depending on what race you're playing as Elf, Human or Demon. Anwen, the Elf hero you'll be controlling during your fist few hours of play, has the Sniper Shot as her Hero spell. Once charged it fires a single arrow across the desired column, dealing big damage. Her wall ability is Sylvan Walls, which regenerates one HP at the start of each turn.