The destroyer is walking the land once again. The legendary Planeswalker Escaton has been seen in Jadame and the very elements themselves have felt his presence. In the four corners of the world, gates to the planes of Fire, Air, Earth and Water have opened and denizens of those realms are sweeping...
The destroyer is walking the land once again. The legendary Planeswalker Escaton has been seen in Jadame and the very elements themselves have felt his presence. In the four corners of the world, gates to the planes of Fire, Air, Earth and Water have opened and denizens of those realms are sweeping across the lands, devastating all in their path. Lead a band of rugged adventurers on a mission of utmost peril to save the kingdoms from ruin, or watch as the lands are devastated forever.
...but you can't go below 1.
Thought the MIGHT & MAGIC series couldn't get worse after the atrocious parts VI (THE MANDATE OF HEAVEN) & VII (FOR BLOOD AND HONOR)? Think again, because DAY OF THE DESTROYER is here, once again using the meanwhile ancient and dust-covered graphics engine that was outdated when they used it for part 6.
It recycles the terrible combat system of M&M VI & VII that did not work well for those parts either. It's a mess if you use the standard real-time combat (too fast and unprecise) and it's broken if you use the turn-based system. All in all combat in this combat-focused game is the least fun part.
The race/class system has been screwed up with races added to the classes (so instead of a Dark Elven Mage, dark elf is a class of its own and so is mage, for whatever reason).
You spend the first half hour of the game just slaughtering seemingly endlessly spawning pirates. After that you are free to roam the world (I quit after the pirate battle because of ABGS - acute bad game syndrome).
Get M&M 3-5. Skip the rest.
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