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Might and Magic® 7: For Blood and Honor®

For Nostalgia and Fun

In 2001, when I was a little boy, 11 years of age, I won a Pentium 2 at a give-away at my elementary school. My dad installed Might & Magic 3, 4 and 5 on said Pentium 2 for me. From that moment, I was hooked on this series. This installment in the series, Might & Magic 7, is by far my personal favorite. I love the selection of classes, the manner in which one allocates attributes and skills after a level up, as well as the impact each skill you choose has on your play style and party make-up. For example, do you wish to have a Paladin fighting on the front line along with your Knight while that same Paladin will also double as your healer? Fantastic, don't take a Cleric along then. The drawback you will be facing here as a result is that you will miss out on the most powerful of spells open to the Cleric at higher levels as, unlike in this game's direct sequel Might & Magic 8, you can't swap out your party members. You're stuck with whomever you choose to bring along at character creation. The variety of races, faces and voices, which often lend a rather comical touch to your in-game experience, are also excellent. There is a vast array of spells, weapons and armor out there for you to discover. But one of my very favorite parts of this game, and without giving away any spoilers, is the difference in how your game will play out depending on certain choices you make during your playthrough. All in all, I love this game to death and now that I found it here on GOG.com, I'll likely be playing it again for the 100th time.

5 gamers found this review helpful