
Heroes has more battles to be fought than actually need to be won, giving you room to manoeuvre if you need more experience points before a crunch battle. Crucially, you can now upgrade your troops by giving their commander new skills, which ultimately can completely redefine the jobs and abilities of whole armies by spending the experience points earned in battle.Ī small unit of archers at the start of the game might be an airborne bomber squadron at the end - it's down to your playing style and the units that complement your skills as a leader.

There's an incredible amount of depth in Heroes, even outside of battles. This personal aspect generates an empathy that translates straight into the gameplay, giving you motive and desire to win - it's clear from the start that Phantagram wants you to actually care.

The heroes serve an additional plot function by providing a window into the private proceedings of the world - where normally we might expect a dramatic cutscene, here much is learned from the dialogue between characters, often during missions. This lets you develop a real sense of the geography of the war, and prevents the plot from becoming a sideshow in the proceedings - which is convenient, as it's genuinely engaging, and reaches some significant (if rather sentimental) conclusions. Between missions, the game takes you to different towns on a downsized map, and shows you where all the battle hot spots on the continent are.
