Might and Magic Heroes 6

Might and Magic Heroes 6

It is customary to whine about the new “heroes” that everything should be exactly as it was in the third part: any change at first glance – shock, drama, devastation and haze at first glance. In such nagging, we were also engaged in us throughout all our previews, and not without reason. It seemed that four resources instead of seven are something between fraud and stupidity, the seizure of territories is the ladies' entertainment for the Dawn of War fans, and in general-please return 2d. After eighty pages of fan discussions poured with holy hatred at any gaming forum that followed after each official press release, even calm and sane people converged on one thing: there is no soul and spirit of the old school, we must urgently change everything.

That is, for some reason everyone decided that Black Hole -rebels, whose hands are itching for sure to break something. But in reality it turned out quite the opposite. Hungarians – sober, qualified performers without their own thought, which cold calculation helps to hide their own cowardice and inaninance. In order to manage with such a complex genre and such a difficult series, this, to put it mildly, is not enough.

Hero of Socialist Labor

Actually, all the fears that the authors are pointed, jewelry, directed explosions are invented New World Computing mechanics, turned out to be completely groundless. Yes, it is impossible to capture the adjacent to the castle of the shaft, you need to go to the assault on the bastion – thus, in Might and Magic Heroes 6 The classical situation is simply impossible when hordes of non-rolled heroes in torn shirts run on the map only in order to take possession of enemy resources for a move or two. In this case, significant changes end in. If you don't understand what we are talking about at all, then it’s even better.

[[Bullet]] The hero can now pace without any troops at all, but it is still impossible to fight in splendid loneliness.

Just in case, explain. In the "Heroes" two strategies coexist more or less organically: global and tactical. The first is a step -by -step wargam, where we equip the castle, capture mines and collect artifacts. The second is the battles in the drawn field, where the bought (or re -ground) army, indicated by modest figures, exchange courtes. The hero himself at this time modestly stands on the sidelines and, if necessary, can send some spell. The goal is to capture all enemy castles: a knight without permanent residence is able to stretch only seven moves.

Twenty -two years ago, during the release of the original King’s Bounty (and a dozen years after), it seemed the most intelligent and elegant way to combine romantic wanderings in fairy -tale lands and large -scale battles in one game. But the mechanic transferred to the third millennium no longer makes the impression of a cozy fairy tale. This is rather a rash attempt to resemble everything Heroes of Might and Magic 3 , naively believing that it is enough just to write off without special mistakes, and success – it will certainly come after. We have new "heroes" here, damn it!

[[Bullet]] queue for kicking, as before, is built in accordance with the moral of the detachment.

The desire to repeat the third part, of course, is understandable – everything, we remind you, was about this and asked. Only now the HD-Remake of the Old Game should cost fifteen dollars on the force, to be called somehow in the spirit of Homm 3 Turbo Remix and for convenience to be sold somewhere in PSN and Xbox Live. But the Black Hole strategy is exactly the sixth part, it lies on the shelves of stores in 2011 and completely ignores the entire evolution that the video games have made in an effort to turn from a stingy set of rules into full -fledged works.

Mother heroine

Strictly speaking, Might and Magic Heroes 6 – this is a set of rules neatly rewritten from one very good, but old game. Heroes, battles, castles-all this is driven into the tight framework of template, poor, boring cards and, according to the authors, should somehow entertain in itself. In the plot campaign, all this is also supplemented by the merciless Russian fantasy, and all the KAT scenes resemble YouTube Parodia for the film Mortal Kombat , where all the first to viciously mow on each other for three minutes, and then run away to the righteous Sich.

[[Bullet]] This is the city development screen. Seriously.

Even the “non-linear installation” (played a couple of missions for one fraction, then for another, then another one, then returned to the old one) does not save the situation: not a single level tries to be something more than a painful tutorial. You need to do the same. We capture the nearest mines, copy the funds to the barracks of all types, wait for three weeks and go to a serious conversation with the enemy hero. Just like ten or fifteen years ago. For some reason, the authors of the revived, domestic King’s Bounty were enough for the mind based on the old mechanics to build a magnificent role-playing adventure. There are no intelligible history in the sixth “heroes”, there are no interesting tasks, there are no characters, there is no world. Only endless collection of resources for speed. This looks especially strange against the backdrop of a mature RPG system. You can, for example, grow a power hero who does not use spells at all, and the magic itself, firstly, is divided into branches, without any unnecessary schools (as well as all other skills), and secondly, is divided into classes and two subclasses- The magic of blood and the magic of tears. That is, there are really a lot of development options, and whether you can call on any deadly winds or not, the outcome of the fight often depends.

The hero is from the bead

But there is nowhere to use all this in the campaign – the main tests are placed on the shoulders of the multiplayer, especially since the “heroes” have always been for the most part by the company game. Only there, instead of tactics, boring jogging from mine to mine. Although the first two or three matches are, at least, what to stare at. The new race of underwater monks, for example, is very funny – there are even anthropomorphic sharks. And in general, all the most pleasant impressions of Heroes 6 are when you first try something that was not in the series. Of course, it will not be very clear to a person from the outside why the opportunity to hire all creatures from one castle or to rebuild the enemy fortress under his own fraction (so that you can replenish the native army) is curious, but against the background of all self -reproaches and general creative impotence, it really seems to be bold solution.

[[Bullet]] Heroes 6 – The game is bright, but poor.

But neither the locks, nor the seizure of territories, nor the capabilities of the characters (and now they have almost every type of troops), nor even impoverishing a set of weather resources do. All tactical schemes, balance and methods of pumping – from the evil one, and then you will win or lose, depends mainly on whether you will have time to collect bluish crystals in time. For many years, fans argued, what was their favorite game-a strategy or RPG? The sixth of the disagreement puts a fat point on disagreement: this.

Heroes of Might and Magic should not have survived to today at least for reasons of humanity. This is a clumsy, heavy, slow, completely unnecessary strategy-dinosaur, unable to adapt to modern realities. At least under the supervision of Black Hole. Ubisoft should have looked at another Hungarian studio, Neocore , where people for real pennies make completely magic wargams. Or entrust the development of the authors Might and Magic: Clash of Heroes -In the soul, this is a modest puzzle on the decorations of Heroes 5, but for some reason it is played in a hundred-string more fun.

Reigracy:

Cool plot:

Originality:

Easy to master:

Gameplay:

5

Graphics:

7

Sound and music:

9

Interface and management:

6

Waited?

A careless and non -zero clone of the good old strategy, FreshBet Casino which today, alas, is more old than good.

Mania rating: 5.5

"Medium"

A special approach

Regarding Ubisoft’s proprietary protection system in the late Igromania Light, we once made a whole angry U -turn, and then also devoted a note to it as part of a review of The Settlers 7. It seems that any respectable company after the shaft of the criticism that the forums swept over have long abandoned any patronage, Uplay and Conlux services, the requirements are constantly online and incomprehensible synchronization of preservations – as if Steam Cloud is not enough for them!

But in the sixth "heroes" everything remained in their places. Saving is loaded well if the third time, and sometimes simply disappear. Together with the fact that you are brazenly returned to the main menu right in the midst of the party, you just have to shake the speed of the connection, it is monstrously annoying: half of the gamies-spray cannot be finished simply because something did not work there again there again.

We don’t know if the protection system is connected somehow with all other technical malfunctions (write down: buggy camera and cursor, death screens, freezes, departures, underloaded models, disappeared sound-and this is if the game has started), but of course, there are suspicions, of course, arise. We are not used to writing out all the bugs met in the game, but in Might & Magic: Heroes 6 is sometimes completely impossible to play.

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