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| The first of the first. |
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| Coming out in 1995, RPG macromanagement was somewhat revolutionary. |
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| Why would anyone face or shoot his enemies diagonally is anyone's guess. |
Heroes of Might and Magic: A Strategic quest, came out in 1995 for MS-DOS, and was later ported for Windows 95. It was the first of the franchise where the combat was fought by groups of units and not solely by characters. In the first through fourth title the action took place on the world of Enroth, and after it's destruction - the world of Axeoth (Heroes of Might and Magic IV), adding new features along the way like skill specializations, spell system, artifacts and unit upgrades (HoMM 2). The series spanned a great total of four games and five expansions before 3DO filed for bankruptcy in 2003 and the rights were bought by Ubisoft.
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| Even though HoMM IV wasn't what players were expecting, it still had two expansion sets. |
Ubisoft, perhaps wanting to get out of the shadow of "Might and Magic" and taking advantage of the negative feedback 3DO got for all the controversial changes they made in HoMM IV (no creature upgrades, 3D graphics with an awkward combat camera, heroes were units you could use normally in combat, fewer towns and neutral creatures to name a few) introduced a whole new setting for Heroes in the face of the world of Ashan.
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| Show of hands, anyone else disappointed that this guy wasn't in the game? |
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| Asha is not limited to life, but represents the cycle of birth, death and rebirth, that's why necromancy in Ashan is a noble calling |
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| Tall dwarf, bear dwarf, shield dwarf, spear dwarf, mammot dwarf.... I'm starting to see a pattern.... |
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| The newest game is distributed via Steam and presents a few awesome features for online players, sadly connectivity issues turns the requirements for bonus content into a silly restriction. |
The last expansion brought most to the gameplay, featuring a double upgrade system (you could choose from two types of upgrades for any creature), deftly woven in the story and campaign, a new mechanic for Necropolis (quota of raising undead after battles), and the Stronghold rage mechanic (the more rage they get, the stronger they become for up to three levels of rage for each stack which is also a subject to special Stronghold abilities). I think that the second expansion is by far the better of the two. Taking into account the art style of the Fortress units, which lacked a creative spark (dwarves of all shapes and sizes, visually appealing, yet repetitive in design), the rune system which was too heavily focused on macromanaging your resources ( having them in battle makes an enormous impact), and the campaign was far less spectacular than what the original and Tribes of the East had to offer.All in all it was a fairly nice reboot of the Heroes franchise in my opinion, and it tried in earnest to respect the traditional style of play while being fresh and visually appealing. Not enough to brake the mold, but not a dud either.
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| "The wall of Asha shakes, when the wall of Sheogh shimmers". |
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| "Tether a griffin's wings, and she'll learn to fly using her claws" |
!!!Since HoMM 6 is a fairly new game, I'm putting up a SPOILER warning, since a great deal of what I want to talk about concerns story and story-telling!!!
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| "Sheogh smells of sulfur, darkness smells of fear" |
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| "There is no rest for the wicked, where there is not justice for the dead". |
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| "There are many dragon gods, but only one fears the Light" |
The gameplay introduces new useful features to the Heroes franchise. First and foremost the skill system and inventory received an overhaul. There are now five schools of magic and five categories of might that players can manually choose skills from every level. This eliminates the random, yet somehow more natural way of level progression for a calculated climb to bigger and better abiliies, most of which scale on the attack or magic power of the character. New artifacts are introduced, with the strongest set items available only in online play. To further customize your character there is a tear/blood gouge with two upgrades, each yielding a powerful spell. It is worthy of note that that gouge is a powerful story-telling instrument and often used way to customize the actions and consequences of the siblings in their respective campaigns. Also there is a faction specific skill which can be performed by the hero regardless of his actions this turn and fills up according to his success in battle.There are a few map changes in HoMM VI. Most noticeably the map is now divided into areas governed by a fort. The fort guarantees the possession of all the surrounding resource points and is defendable.Your resource points are captured only if your opponent takes over your fort, guarding them. Reducing the number of resource to the manageable three (wood, ore, crystals) + gold made it much more easier have and manage an army. That coupled with an easy teleport system to each city and fort makes defending territories much easier and turns invasions into real battles, not just skirmishes and races. Every fort, city and recruitment point can be converted for a price to suit your faction . It would seem that Heroes 6 promotes far more aggressive gameplay than the previous installment, now that the logistics are much easier and invasions can be so rewarding. The AI itself is extremely solid and in the campaign sometimes requires meticulous turn by turn advances, so that you can keep up with your opponents' onslaught. Sadly it isn't always consistent, as some of the last missions were much too easy in comparison. The units are mostly balanced and have more special properties than in the fifth installment, an especially prominent quality of some Sanctuary units for instance, is the fact of being amphibian - allowing the hero to literally walk on water.The creatures' skills can be boosted by standing around random beneficial objects on the combat map.
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| Time to meet the naga daimyo.... daimyo? Seriously? |
The art direction is as suspected on par with everything we've come to expect from Heroes. Each faction has a suitable collection of strange mythical beings. I especially like how Black hole didn't go putting dragons as an elite creature on most factions. Though some might be severely annoyed at the naive and silly portrayal of some of the Sanctuary units in the campaign. Stylistically they look and feel so eastern inspired, so much so that the awkward stereotypically asian amphibians in the campaign become a parody onto themselves. A similarly disastrous blunder would be if the people of Ashan worshipped an entity called " Gawd", it's that obvious and distracting. A really nice touch were the boss battles in which your character battled a single enemy and sometimes it's bodyguards. That made the fights much more personal, though some were obviously less climactic and there just to fill the role. The voice acting and music is nothing that deserves much credit, nor does it ruin the experience, a big chunk of it being unessential fluff to flesh out the world.
When it boils down to it I think Heroes 6 made a remarkable journey through to years, to grace our monitors in modern 3d technology today. It presents numerous character builds and an enjoyable 30-40 hour long singleplayer, occasionally foiled by technical flaws. Disregarding the laughably presented naga, the winding story and obvious character developments, the narrative struck me as a steady pace into new and distinct situations. Even if the story is nothing special I can definitely claim that the story-telling technique, the RPG elements have improved and will likely improve further in the future. One can only hope....

















Sweet story in the new heroes, so wanna play it now :(
ReplyDeleteGreat review! It was a pleasure reading it. :)
ReplyDeleteIn my opinion all the Heroes games are great. I have played almost all parts and for me this is the best series of games ever created - and, of course, the last part being the best one. The old games (before HOMM3) also have their charms - Heroes I has really funny graphics like fluffy hydras and purple dragons. Heroes IV is a game that I actually really enjoyed - more than III and V. I like the idea of having heroes in battles - the game is called "Heroes" after all. ;) The creatures aren't that interesting but the campaigns are far better than those in the fifth part. And a couple of words about Heroes VI - in my opinion - best game ever. :) Not only in terms of story and creatures - the game overall has everything needed to be wonderful. I agree that the music isn't that good and that some things are not very well done - I personally don't like the Area-of-control system and the fact that the world is too much like in Heroes V (I know it's the same, but still). Also - I really miss dragons as units. :( Sylvan and Dungeon are also missed, though Necropolis is just the best faction, followed by Sanctuary and Haven. About campaigns - I haven't finished them yet but I could say for sure that Necro is the best (again). It has the most mysteries and the most story.
I'm sorry if I got carried away. :) I hope that you'll continue with reviews about Heroes (mostly Heroes VI ;)). If I can propose something, you may add tips and walkthroughs for some games. :)
I'm glad you liked it.
ReplyDeleteMaybe it's a question of taste, but I prefer my hero just as he is right now - on the edge of the combat map. He can fight, cast spells and so much more, the only difference is that he isn't able to move or be killed. Being on the battlefield would make him less than a champion and more of a soldier I think.
I really would have preferred if you elaborated on why exactly you dislike the Area-of-control gameplay. I found myself much happier with managing my hero and army, rather than running up to a vital resource point under siege by an opponent hero form overseas.
Lastly, I would love to give walkthroughs, but would prefer them to be restricted to the comment section, unless the demand is really popular. That way the blog will stress the essence of the games and only discuss their minutia.
If you want some tips for HoMM VI, I'll be happy to oblige. The AI can be very unforgiving and it took me several tries to know just which stacks where would join your cause so you could start invading castles before they outmassed you.
Well, I really dislike it when one of my Forts is taken - that way I waste valuable time in order to get it back because I don't lose only the fort but also mines and dwellings. This really annoys me, though if it works for me, I'm good with the system. But I prefer the old model. The Area-of-control is really useful in some situations (Inferno building for Tear of Asha - Urgash Wrath or something like that - attacks with meteors enemies that cross the Area). Also converting Forts takes a lot of resources that could be used for something else. Converting Forts over and over again is just a lost and nothing more. The same goes for dwellings but in my opinion they are at least more important.
ReplyDeleteThere are things about the game that I don't know (mostly because I play only offline) but I don't want any particular help. But I always enjoy reading about the game and talking about it. :)
It's more aggressive than what you are used to, but it's fair. Consider how before, anyone could just take your farthest resource point. Now you see the enemy hero right away and know that he has to go for your fort to take away anything from you. You need only teleport and defend it. It's the combination of easy to reach, costly to lose that I like about this system. It makes player react fast, keeps them on edge, rewards them for invasions and minimizes the effect of dumb luck (you being away, while someone backdoors you).
ReplyDeleteTeleporting is another thing that annoyed me in the beginning. Enemy heroes just teleported around the map and I didn't know how the use the portals. I realized that there was a spell and so much later and then the teleporting became much more interesting. :) I agree that the game is far more dynamic than the older ones. :)
ReplyDelete