To that end, exploration plays a crucial role: as you move around each map, you’ll find various ways to strengthen your team, from huts where you can recruit new monsters, to shops selling passive bonus-inducing artifacts, to universities that give you an instant level up-and with it, the chance to gain a new spell or bonus. But those little skirmishes are only part of the picture-you also need to make sure your squad is up to the task of increasingly tough battles that lay ahead. Battles play out in a familiar turn-based fashion on a tiled battlefield, with said monsters doing most of the dirty work (though you can, as command, throw in a few spells here and there). In The Dragoness, you play as the commander of a squad of monsters, sent out into the world to undertake missions at the behest of the titular queen of dragons. Not amazing, but an enjoyable enough romp that takes a slightly different approach than most of today’s tactical RPGs. A bring this up because, if you’re hoping for a review that’ll dive deep into how The Dragoness: Command of the Flame compares to its stated inspirations, this isn’t the one-sorry! Instead, I come at it with fresh eyes and no expectations, and from that perspective, The Dragoness is fun. Maybe that’s blasphemous, but such is life-you can’t play anything, and HOMM is one of those things that passed me by. I’ll state right upfront that I’ve never played a Heroes of Might and Magic.
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