Might & Magic X: Legacy
Top Critic Average
Might and Magic X: Legacy delivers tough, but fair turn-based fantasy combat that largely works.
Retro and proud, understanding why these games were fun even if they are in the past.
Might & Magic 10: Legacy feels like a pleasant throwback to dungeon crawls of decades past, but its limited scope and combat-heavy focus might put off those pining for the freedom afforded by the more recent Elder Scrolls games, or the wordy character interaction of a Dragon Age. Nonetheless, for those keen on poring over stats and comparing colour-coded loot, it serves as a modern introduction to those games' precursors, delivers a heady blast of nostalgia, and preserves a little slice of history.
Authentically retro but then many games are these days and Legacy's dungeon-crawling action is not nearly as entertaining as the best of its rivals.
Fans of the series looking for a true successor to the earlier groundbreaking titles will find a pleasing trek down memory lane. Newcomers will find delving into the title much easier than any other recent attempt at recreating the core PC RPG experience
Might & Magic X: Legacy seems like a 15-year-old leftover, for better and for worse.
Despite visualizing my Dungeons and Dragons fantasies amazingly well, Might and Magic X Legacy has too many pitfalls to truly recommend it. Things start off poorly with the information-heavy prologue and get worse with the grid-based open world and poor story. The combat system certainly deserves some plaudits, as do the dungeons and enclosed spaces, but cheap tactics and technical issues even mange to put a downer on these highlights. Hardcore fans of old school western RPG's may have a good time, but the majority will find it confusing and uninspired.
Might & Magic X: Legacy certainly did remind me of fun times I had in the past with earlier entries in the series. I even had fun for several hours. But once the nostalgia wore off, it served as a stark indication that many of these design choices should have been left in the past with its predecessors. What good is a fully 3D world when you can't touch or interact with hardly anything? What sense does it make that you can't run away from an encounter in which you're clearly outmatched (or even move once you're in melee rage, for that matter)?
It's an uneven experience, populated as much by frustration as it is by triumph, but it feels technically solid and is appropriately enormous and secret-filled.
A bit buggy and a bit uninventive, but a loving, enjoyable tribute to RPGs of olde.