![]() For one thing, heroes can now sacrifice their units for experience points. Even though the new Arantir campaign is enjoyable, it makes the whole Orc angle seem like a bit of a bait and switch.įortunately, there are some new elements in the expansion that aren't dependent on playing the Orcs. Then, after letting you get familiar with them for an hour or so, you're forced to play with vampires and skeletons for a few days. What's worse is that the designers get you all excited about taking on the Orc challenge by opening the game with a small tutorial campaign that introduces the Orcs. While the opening campaign features Arantir's war against demon and Haven forces and ties in nicely with the conclusion of Dark Messiah, it means that most players will have to wait a good twelve to fifteen hours before they can really sink their teeth into the new armies. Unfortunately, as is so often the case with the Heroes expansions, we don't really get to dive into the Orc content until after we've completed an entirely different campaign focusing on stuff we've already seen. A whole range of leaders who combine the best parts of both Genghis Khan and the Sierra Club add loads of personality to the new faction as they struggle to compete in the cutthroat world of Heroes of Might & Magic. ![]() We've beaten on the ubiquitous Orc soldiers so much that it's only fair that UbiSoft and Nival's latest stand alone expansion pack, Tribes of the East, lets players take charge of the orangey savages and fight the bad fight. OctoIt's about time we got a chance to play around with the Orcs in the world of Might & Magic. Tribes Of The East reviews - IGN and Gamespot
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