Might & Magic Clash of Heroes Features

FeatureClash! The story behind an all-time classic

How Capybara made Clash of Heroes, the game that changed the studio forever.

Next to my desk I keep an old pocket watch. It's not there for any practical reason; I sometimes wind it up, but more often I turn the cool oblong over in my hands, following the engraving on the case and marvelling at the inner workings. It keeps time perfectly, if required. But I keep it because it feels like treasure.

Might & Magic: Clash of Heroes is a game. You know, like chess, or backgammon, or tic-tac-toe, or, heck, Kerplunk. There are two sides in play, you take it in turns to make your move and success demands skill, concentration and, occasionally, a dash of luck.

"Do you know what, I don't think Michael Jackson choreographed these dances when he was seven months pregnant," Ellie said to me yesterday. So you'll forgive us, her poor back and her unwilling dance partner if the review of the Xbox 360 Kinect and PS3 versions of Ubisoft's Michael Jackson experience is delayed until next week.

Might & Magic: Clash of Heroes

The thin green, blue and yellow lines.

When a venerable series makes the transition to handheld, a number of things can happen. Sometimes the results are excellent, paring down game concepts to their essential core, stripping away the layers of gloss and varnish to reveal the beautiful grain of the fun-wood beneath. Sometimes the result is less auspicious, with shoehorned gimmicks and unnecessarily hamstrung gameplay.