The Magic Is Reborn – Might and Magic: Heroes VII Beta Preview

<p>As a long time fan of the <em>Heroes Of Might and Magic <&sol;em>series &&num;8212&semi; now known as <em>Might and Magic&colon; Heroes &&num;8212&semi; <&sol;em>and someone who didn&&num;8217&semi;t enjoy the game&&num;8217&semi;s sixth installment very much&comma; I was a bit apprehensive about the strategy game&&num;8217&semi;s seventh outing&period; <em>Might and Magic&colon; Heroes VI<&sol;em> was plagued with bugs&comma; poor performance&comma; always online DRM&comma; and some strange mechanics&period; But after playing the beta for <em>Might and Magic&colon; Heroes VII<&sol;em>&comma; I can confidently say that the series has gone back or is at least<em> going<&sol;em> back to what made it great&period; While not as amazing as the original three games which stand as some of my favorite computer games of all time&comma; <em>Heroes VII<&sol;em> comes very close to beating <em>Heroes V<&sol;em>  &&num;8212&semi; Ubisoft&&num;8217&semi;s first <em>Heroes <&sol;em>title after acquiring the license &&num;8212&semi; in terms of execution&period;<&sol;p>&NewLine;<p><em>Might and Magic&colon; Heroes<&sol;em> is a turn based strategy series with light RPG elements&period; The gameplay revolves around controlling heroes &lpar;which act as your generals&rpar;&comma; forming armies&comma; building your cities up to gain resources and new units&comma; finding hidden treasures&comma; and crushing your foes&period; It is&comma; in my opinion&comma; the simplest and most addicting fantasy-themed strategy franchise of all time&comma; and one that has stuck with me for ten years now&period; There&&num;8217&semi;s something just amazing about the various gameplay elements&semi; the combat is tactical and flows well&comma; watching your city grow is so satisfying&comma; and absolutely wrecking a large army with your own is one of the best feelings I&&num;8217&semi;ve ever experienced in a game&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img src&equals;"http&colon;&sol;&sol;gamesintrend&period;com&sol;wp-content&sol;uploads&sol;2015&sol;06&sol;MMH70034231&period;jpg" alt&equals;"" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">The overworlds are gorgeously detailed &lpar;Might and Magic Heroes VII&comma; Ubisoft&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>In this beta&comma; we have access to four multiplayer and singleplayer skirmish maps&semi; one on one duels&comma; more maps&comma; and a campaign mode will be available after the game releases&period; <em>Heroes VII<&sol;em> will have at least six factions to play as upon release&comma; with four being available in the beta&colon; Haven &lpar;Traditional Knights&rpar;&comma; Academy &lpar;Magical Beasts like Golems&comma; Genies&comma; etc&period;&rpar;&comma; Sylvan &lpar;Fairies and Unicorns&rpar;&comma; and Dungeon &lpar;Dragons&comma; Minotaurs&comma; and Dark Elves&rpar;&period; The two factions not included in this beta are Stronghold &lpar;Goblins and Orcs&rpar; and Necropolis &lpar;The Undead&rpar;&period; Every faction is completely different from the last&comma; and <em>Heroes VII<&sol;em> does a great job of making them unique and creative&comma; something I can&&num;8217&semi;t say the last two games did very well&period;<&sol;p>&NewLine;<p>The first thing that stands out to me in <em>Heros VII<&sol;em> compared to <i>Heroes VI <&sol;i>is no more &&num;8220&semi;dynasties&&num;8221&semi; or &&num;8220&semi;hero creation&&num;8221&semi; &lpar;yet&rpar;&period; Thank <strong>goodness&excl;<&sol;strong> I absolutely despised the creation system in <em>Heroes VI<&sol;em>&period; I guess it adds to the RPG elements&comma; but it&&num;8217&semi;s irritating to not be able to play skirmishes or multiplayer without making a character&period; Plus&comma; you have to make a character for every faction&semi; having a list of heroes to choose from for each faction makes much more sense than painstakingly creating a bunch&comma; and it just saves time&period;<&sol;p>&NewLine;<p>The overworlds in <em>Heroes VI<&sol;em><em>I <&sol;em>are beautiful&semi; they are so intricately detailed and an absolute treat to the eye&period; Each map included in the beta is unique and varied&period; They go from a small&comma; 1 on 1 map&comma; to a gigantic 8 player skirmish&period; The interface is easy to understand&comma; and navigating around the map is responsive and precise&period; The game gives you exactly the right amount of feedback for everything you do or want to do&period;<&sol;p>&NewLine;<p>A new addition to the game is the leveling up system&period; In previous installments&comma; leveling up would randomly increase certain attributes for your hero&comma; or allow you to choose a randomly selected skill&period; <em>Heroes VII<&sol;em> has added a skill tree &lpar;or should I say a skill wheel&quest;&rpar;&period; This adds more depth to the heroes&comma; as you can better fine tune what skills you acquire and specialize your hero in certain areas&semi; something that wasn&&num;8217&semi;t always possible in previous games&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1321px" class&equals;"wp-caption aligncenter"><img src&equals;"https&colon;&sol;&sol;i&period;gyazo&period;com&sol;e0e667f8374cb4ce33ff019f91581c78&period;png" alt&equals;"" width&equals;"1321" height&equals;"743" &sol;><figcaption class&equals;"wp-caption-text">Cities are magnificent to look at &lpar;Might and Magic Heroes VII&comma; Ubisoft&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>City screens look absolutely stunning&period; Your cities are represented with magnificent looking painted scenes that really remind me of <em>Heroes II <&sol;em>and <em>Heroes III&period; <&sol;em>Not only this&comma; but there are a plethora of buildings available for each faction&period; <em>Heroes VI<&sol;em> was very basic with its city buildings and had few options&period; While<em> Heroes VI <&sol;em>had maybe 10 buildings per faction&comma; <i>Heroes VII&&num;8217&semi;s <&sol;i>cities appear to have &lpar;I didn&&num;8217&semi;t count&rpar; over 30 different buildings for each faction&period; Not only this&comma; but you will get choices for certain buildings&period; Sometimes a building &&num;8220&semi;slot&&num;8221&semi; will have two buildings you can choose from&period; Maybe you can choose between a building that increases Crossbowman production and a building that increases Swordsman production&semi; you can only choose one for that city&period; This is a great addition&comma; and really adds strategy to the game&comma; as well as giving more purpose to having additional cities because you can build the buildings that you missed out on in other cities&period;<&sol;p>&NewLine;<p>My biggest problem with the overworld &lpar;and probably my biggest problem with the game so far&rpar; is turns &&num;8212&semi; why on earth do I have to wait around for five minutes so that the computer players can take their turns&quest; In the older <em>Heroes<&sol;em> games&comma; NPCs would take their turns almost instantaneously&comma; unless you could physically see them making their moves on the map&period; If they were hidden behind the fog of war&comma; their turn would happen in the snap of a finger&period; Even if you could see what an enemy was doing&comma; it would be sped up &lpar;or could be adjusted to do so&rpar;&period; In <em>Heroes VII<&sol;em>&comma; you have to wait in real time&comma; even if you can&&num;8217&semi;t see anything the computer is doing&period; I really must ask&colon; Who thought this was even close to a good idea&quest;<&sol;p>&NewLine;<p>In an eight player match&comma; I had to wait three minutes before I could take my next turn&comma; and for things I couldn&&num;8217&semi;t even see happening on my screen&period; Of course you&&num;8217&semi;re going to have turns where barely anything happens&comma; so I was only playing for 30&percnt; of the time spent&period; What is the point of that&quest; What makes this worse is that the game&&num;8217&semi;s performance drops horrendously while computers take their turns&period; <em>Heroes VII<&sol;em> runs perfectly for me&comma; but when my opponents are taking their turns&comma; the frames per second will drop to about 10fps&comma; so don&&num;8217&semi;t expect to look around at the scenery while you wait&period; This needs to be fixed before the game is released&comma; or else it will really dampen my drive to continue playing a match&period; I suppose this can be averted with the option of simultaneous turns &lpar;everyone&&num;8217&semi;s turn happens at the same time&rpar;&comma; but not everyone &lpar;including myself&rpar; will want to use that option&period;<&sol;p>&NewLine;<p>Combat in <em>Heroes VII<&sol;em> is great&period; The units look awesome on screen and are very well detailed&period; The flow is a lot quicker than that of <em>Heroes VI<&sol;em>&comma; but I dislike the unnecessary camera angle changes that occur when a unit attacks&period; Yes&comma; it adds a cinematic feel to battle&comma; but half of the time it doesn&&num;8217&semi;t even work&period; The camera will cut to an over-the-shoulder view when my ranged unit attacks&comma; but the it will end up being blocked by a tree or another unit&comma; preventing me from seeing the action&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1320px" class&equals;"wp-caption aligncenter"><img src&equals;"https&colon;&sol;&sol;i&period;gyazo&period;com&sol;65e8d563cbbb904852638d7337f38beb&period;png" alt&equals;"" width&equals;"1320" height&equals;"742" &sol;><figcaption class&equals;"wp-caption-text">Combat feels much better than in Heroes VI &lpar;Might and Magic Heroes VII&comma; Ubisoft&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>The biggest issue I have with combat are the animations &&num;8212&semi; they&&num;8217&semi;re terrible&period; I know this is just a beta&comma; so I&&num;8217&semi;m hoping they&&num;8217&semi;ll improve tenfold by the game&&num;8217&semi;s release&period; Currently&comma; animations &lpar;mostly attack animations&rpar; feel very rigid&comma; and lack any impact&period; Units look like robots when they strike&comma; and there&&num;8217&semi;s no sound or visual effect for any of the attacks&comma; so it ends up being very underwhelming&period; Again&comma; this is a beta&comma; so I assume this isn&&num;8217&semi;t something the developers thought was that important for the time being&period; The main point is that combat is fun&comma; and that&&num;8217&semi;s all that matters&period; Still&comma; I hope this is improved&period;<&sol;p>&NewLine;<p>For being in a beta&comma; <em>Heroes VII <&sol;em>is refreshingly low on bugs&period; I have encountered a few here and there&comma; but they were nothing experience-killing&period; A few times the game would force me to deploy only one unit in my army when going into battle&comma; rather than my whole army&period; This wasn&&num;8217&semi;t frequent&comma; but it sure confused me when it happened&period; The other bug is very minor&colon; it seems as though when ranged units are killed&comma; instead of playing their death animation&comma; they&&num;8217&semi;ll play their melee attack animation&period; Sometimes death animations won&&num;8217&semi;t even play at all&comma; and dead units will just stand there for a second and then suddenly be dead on the floor&period; Obviously these are not game-breaking&comma; but they&&num;8217&semi;re bugs nonetheless&comma; and they should be addressed&period;<&sol;p>&NewLine;<p><i>Might and Magic Heroes VII<&sol;i> has impressed me thoroughly so far&period; I did not expect it to be as fun and as well constructed as it is&comma; considering <em>Heroes VI<&sol;em> left a very sour taste in my mouth&period; I look forward to the game&&num;8217&semi;s final release later this month&comma; and I&&num;8217&semi;ll certainly be giving it a full review&period;<&sol;p>&NewLine;

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