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Deep web sites 2017. Might and Magic VIII: Day of the Destroyer, Sold-Out Software (PlayStation 2) Director(s) Paul Rattner Bob Young John Slowsky Series, (Might and Magic VI) Release March 7, 2000 (North America) September 1, 2000 Mode(s) Might and Magic VIII: Day of the Destroyer is a developed for by and released in. It is the eighth game in the series.
The game received middling critical reviews, a first for the series, with several critics citing the game's length and its increasingly dated, which had been left fundamentally unaltered since in. Contents. Gameplay Might and Magic VIII is based on the game engine, and many of its elements are strongly similar to the previous two titles in the series. Unlike the previous two games, however, Might and Magic VIII introduces a new management system that allows all but one of the five possible to be hired, dismissed or re-hired at any time during gameplay. The system used in the previous two games has similarly been overhauled, with only the and classes remaining.
The experience, spells, levelling and skill system present in both previous Might and Magic titles is retained, with only minor updates. In place of the traditional class system, Might and Magic VIII features non-archetypical playable races. Aside from human, and, available classes include, and, each of whom possesses traits unique to their particular race. As with its two predecessors, the is divided into fourteen 'regions', including five, each of which contains a varying mix of explorable towns, and wildernesses.
Enemies are fought in either or turn-based combat, depending on the player's preference. Quest system In typical Might and Magic fashion, the game is fairly non-, so quests can be completed at the player's own leisure, though the completion of storyline quests is essential for progression. Dialog, lore and exploration are important to progression in the game, with some dungeons involving relevant.
In addition, side quests and dungeons can warrant rewards if completed, but are not vital to the main storyline. Also, promotion quests can increase the capabilities of particular classes of character.
Like Might and Magic VII, the game includes a system of choices which affect fundamental aspects of gameplay. Throughout the course of the storyline, the player is given opportunities to side with either or, and either sun. This choice is permanent and affects several quests, reactions and available recruitable characters. However, unlike its prequel, the game's ending sequence is not affected by the outcome of these choices. Plot Backstory. Escaton summons the crystal in the city of Ravenshore.
Might and Magic VIII takes place on the world of Enroth, upon the continent of Jadame, and acts as a sequel to and. Over a thousand years ago, the interstellar war between the Ancients and the drove both races off of one of the Ancients' many worlds. During the millennium since, the original colonists and natives of that world built their own society and culture from the ruin, the stories of the Ancients and the Kreegan having long since passed into legend. Ten years ago, as depicted in, the Kreegan invaded the world.
The heroes of Might and Magic VI destroyed the Kreegan Queen, and the last of the Kreegan were wiped out over the course of, and Heroes III: Armageddon's Blade. The Ancients, however, anticipating disaster should the Kreegan manage to gain a foothold on the world, had already enacted a plan: rather than let the world fall into the hands of their ancient enemies, they would see it destroyed outright. A servant of the Ancients, the Escaton, arrives in the village of Ravenshore on the continent of Jadame. Approaching the center of town, he summons a giant which unleashes an storm across the continent. There is widespread destruction and the boundaries to the four are breached. Now elementals and monsters from beyond the boundaries are threatening to invade, fulfilling Escaton's plan to draw the powers of the elements toward the crystal and destroy the world, and the player must assemble a party of heroes to prevent this.
The game features several recurring characters from previous titles in the series, including the Elemental Lords from, the Ironfists from, and the necromancers Sandro and Thant from. A map of the continent of Jadame, showing the regions and towns explored in the game. The continent of Jadame is first introduced in this game, previously unmentioned in the series.
The four elemental gateways appear in the four corners of Jadame: the Gateway of on one of the Dagger Wound Islands (southeast), the Gateway of in Ravage Roaming (southwest), the Gateway of in the Murmurwoods (northwest), and the Gateway of in the Ironsand Desert (northeast). In each case they cause an environmental disaster: a volcano in the Dagger Wound Island chain erupts and the tremors destroy the bridges that link the islands, the minotaur undercity in Ravage Roaming is flooded, the trees in a large area of the Murmurwoods are uprooted by the winds, and much of the troll settlement in Ironsand is destroyed by an explosion of fire. Escaton raised an enormous crystal in the centre of the city of Ravenshore, which acts as the portal to the Plane Between Planes, where the Destroyer resides. The first character created by the player remains with the party for the entire game and is referred to as the 'Acknowledged Champion of Jadame'. This character leads the party through the adventures in the game. Scenario. The initial character begins on the Dagger Wound Islands with low-level equipment, as a caravan guard employed by the Guild of Alvar.
The of Regna have used the cataclysm and resulting chaos to raid the Dagger Wound Islands. The pirates pose a threat to the player but are being continuously held at bay by native.
The characters must find a way to leave the Dagger Wound Islands and reach Ravenshore, the capital of Jadame, where their duty is to inform the Merchant Guild branch of the cataclysm. More evidence is required, so the party is commissioned to 'persuade' the smuggling ring in Ravenshore to send boats to gather more information. The are required as the Regnan pirates and their navy pose an increasing threat to other ships.
The characters are next sent to the Merchant Guild of Alvar, in Alvar City. Here, Bastian Loudrin, the High Guildmaster, recruits the party into his service and requests that more evidence be brought to him of the lake of fire which allegedly formed in the Ironsand Desert. He asks that a witness be brought to Alvar.
In the Ironsand Desert the characters locate a witness in the -inhabited town of Rust. This witness will not accompany the party to Alvar until his deceased brother's ashes are placed in the family tomb, which is also now infested with hostile creatures. When the characters return to Alvar with the witness, a prophecy is explained - that the destruction of the world is imminent unless the land stands united. The party must attempt to make alliances with the various 'factions' of Jadame, many of which are at war with one another. The city of Balthazar Lair has become flooded and in order to gain an alliance with the minotaurs, the characters must succeed in unflooding the lair. This must be done whilst fending off hostile water elementals.
A choice must be made between allying with the of Garrotte Gorge or with the; the latter are at war with the dragons. This must be done by retrieving an egg from the ogres in Ravage Roaming that contains the unborn heir to the King of the Dragons, Deftclaw. Returning it to the Dragons ensures their cooperation while entrusting it to the Dragon Hunters will gain their trust.
Finally, a choice must be made between the of Shadowspire or the Temple of the Sun in the Murmurwoods. To ally with the Necromancers, the characters must take with them the double-agent Cleric, Dyson Leland, who poses as a Necromancer, and steal the Nightshade Brazier, hidden in the Temple of the Sun, returning it to the Necromancer's Guild. To ally with the Temple of the Sun, the player, with Dyson Leland, must destroy the Skeleton Transformer in the bowels of the Necromancer's Guild. When this is accomplished, it is learned that the king and queen of Enroth are on their way to help, but are hindered by the Regnan fleet. The characters must find a way to sink the fleet.
When the fleet is sunk, king and his wife, arrive at Ravenshore with their sage, Xanthor. Xanthor says that he is able to fashion a key to gain access to Escaton's crystal and hence the Plane Between Planes, but that in order to do this, he must use Heartstones of the four elemental planes. The characters are sent to the elemental planes and battles his way through hordes of raging creatures to take the heartstones.
Upon the completion of this quest, Xanthor is able to fashion a 'Conflux key' to Escaton's. In Escaton's crystal the party battles creatures constructed from crystal, which are difficult to destroy.
At the end of the crystal, the player must complete a puzzle to operate the portal to the Plane Between Planes. The Plane Between Planes is a place of utter chaos, which has the effect of driving weaker creatures mad. The characters battle creatures which are capable of causing insanity in the party members along with other hostile creatures. The characters must seek out Escaton in his palace. The palace is filled with Behemoths and other deadly foes whom you must fend off while searching for switches that open up different sections of the palace which will be audibly noticeable.
( There is one door that is visible with perception, but unlike any of the others it cant be open by clicking on it, only a switch will open this one) After flipping the final switch, they may approach the Ancient's lair to learn that Escaton has imprisoned the Lords of the Elemental Planes. The player must answer three riddles in order to receive the keys to their four prisons. When the lords of the planes have been freed, the characters return to Ravenshore to witness the destruction of Escaton's crystal and the restoration of peace to Jadame. Reception Reception Aggregate score Aggregator Score 55% Review scores Publication Score D 6.0 out of 10 6.5 out of 10 Might and Magic VIII was released to a generally average reception, and was regarded by many critics as surprisingly inferior to previous titles in the series, though still a passable game.
Praised the game's rendered cutscenes, storyline, setting and background along with its overall consistency and expansion on the Might and Magic universe, noting these as particularly strong points, but was disappointed with in-game graphics and the reused engine's low modern capabilities, citing these as pitiful compared to other, more modern RPGs. This was echoed by 's reviewer, who, though intrigued by the series' addictive charm, was displeased with Might and Magic VIII's tedious interface and pointed out the imbalance of the dragon character class. 's reviewer was dissatisfied with the plot, particularly in comparison to earlier titles, and felt the game was identical to both its prequels.
The reviewer felt that the size of the game world and the large amount of Might and Magic background and storyline contained in the game were good points, though was unhappy with the game overall, feeling that glitches and increasingly poor graphics left it uninnovative, while asserting that there were better, more up-to-date RPGs available at the time. User ratings for the game were generally more favorable, though still regarded Might and Magic VIII as a weak entry in the series. Port In Japan, the game was ported by for the under the title Might and Magic: Day of the Destroyer ( マイト アンド マジック デイ・オブ・ザ・デストロイヤー). The game has just a few minor changes. Before this port, the last game in the main series to appear on a console was, almost ten years previously. References.
^ Michael E. 22 March 2000. Last accessed on 19 January 2006. Catherine Ironfist: I fought alongside elementals in our campaigns against the Kreegan. I found them stalwart and loyal.
I know Roland disagrees, but I cannot call their hostility here a case of fickleness New World Computing (2009-01-24). Might and Magic VIII: Day of the Destroyer. The 3DO Company. Melian: Their attacks against the empire of the Ancients disrupted the network of shipping and communications that held us all together, causing the Silence that marks the first year of our modern calendar. Without support from the homeworlds, our fledgling technology failed, bringing us to this sorry state. New World Computing (2009-01-24).
Might and Magic VI: The Mandate of Heaven. The 3DO Company. Escaton: I am aware that the king and queen of Enroth have rid your world of Kreegans. Still, your world is to be destroyed. Once I am called, I must perform the Convocation. Once the Convocation is begun, it must continue.
I was called while Kreegan still lived on your world. It matters not that they were dust by the time I arrived.
New World Computing (2009-01-24). Might and Magic VIII: Day of the Destroyer.
The 3DO Company. Escaton: Your world has fallen so far-it seemed certain you would not be able to defend yourselves against my enemies. Though I underestimated your abilities, and the Kreegans were ultimately destroyed, I still feel that I was right to err on the side of caution. New World Computing (2009-01-24).
Might and Magic VIII: Day of the Destroyer. The 3DO Company.
Last accessed on 24 January 2009. ' 2008-05-09 at the.' Last accessed on 24 January 2009.
^ Tal Blevins. 22 March 2000. Last accessed on 24 January 2009. Last accessed on 24 January 2009. Last accessed on 24 January 2009. Last accessed on 24 January 2009.
' 2008-04-25 at the.' Last accessed on 24 January 2009. External links. at.
at (Japanese port). repairing various problems and adding few new features.