First impression of Might & Magic Heroes VI
Hello I have just installed the Might & Magic Heroes VI game on mine system and everything on the game working fine without any issue but i need to know something on the game. As I have started playing the game and I would like to give following impression on the gameplay: Control areas of Tears / Dragon / Senior High School Heroes / All other changes to a faster tempo - Some of the ones I like, some of them really do not. Control Zones are something I liked, in part, and partly not. On the other hand, the parts that I did not like mitigated by the introduction of dedicated techniques to fill in for. Dragon Tears resource management became less of a pain, but also less control over the resources of the central part of the strategy. Keep some resources out of a particular player / AI is almost impossible and is one of the major tenants of the war. The effects of wide area control, on the other hand, I thought were very good. Finally, the cemetery has a zone which is dubious at best and useless at worst. I'm afraid that some of the effects are too good. Now I need to know what you all first impression on this game.
#2
12-10-2011
MinkaM
Member
Join Date: Jul 2011
Posts: 902
Re: First impression of Might & Magic Heroes VI
I finally had some time with the demo and here are my thoughts on the characters: Definitely a step up from Heroes V. Most of the characters in Heroes V and its expansions are grating, single-line-spouting monsters, obvious clichés, stupid, or all the above. In the short time I had with the campaign, I liked some of what I saw. Sveltana: Seriously, I do. She is arrogant and confident, but she seems to have some depth in it, indirectly, shows in his specialty light (Orcs she considers a bit lower, but the trouble to study their culture). There is a subtlety that only she had shown Raelag Heroes V, and it looks positive in comparison with cartoons. Kraal: A relief much better mood than any of the Heroes V, especially Wulfstan, who had made me think it's a very poorly written racist portrayal of a dwarf ... if there were such a thing. Heck, I still consider him racist. Corral the other hand and saying dumb things or funny, at least, it also shows the spirit of its people in a dignified manner. The orcs are simple, but proud and wise unorthodoxly. His justification for the looting of the crypts at the same time, insane and brilliant. Villains: Mostly meh. Gerhart Duke is up for a Disney movie and I'm not sure what the archangel environment is small, but his mysterious facade did nothing for me. Toghrul other hand seems to have some depth ... but I fear it was just a villain throwaway show. Slava: Unfortunately, everything ends well, and the player fell short. His problem is that it is more or less interchangeable with Godric and Freyda, which in turn were interchangeable. I hope the game takes over for the story later, but the game was shown so far is just the generic template tolerant gentleman. At least has shown also a measure of pride and some failures, and otherwise presented much better than its predecessors (or their successors?), But maybe that's only thanks to both better cut scenes and the lack of thereof, in the majority of dialog, but I just hope it really is better written.
#3
12-10-2011
Irene-I
Member
Join Date: Jul 2011
Posts: 1,496
Re: First impression of Might & Magic Heroes VI
I'm worried about the same problem we had in Heroes 5, where the Orcs do not use mana and some effects and skills were on par or better than their counterparts spell. In fact, fans in the tree of power are too good, and the unique level 15 have both the advantage of being better than almost any spell in the Magic Tree and the most passive, always run without spend the hero in turn do nothing. Some spells are cool and all, but when a hero spends an action point to a new spell is just a new option to spend your precious action every time, so that heroes can grab something and then not have to lift a finger to act up. Then take something new and that you will have the effect of new and old, at the same time from the beginning to the end of combat. Not to mention harmful spells are horribly underpowered, and by that I mean they cost a lot of mana and usually does less damage than a hero can only charge for free, especially if one takes into account the units have healthier than before, the spells do less damage than before, and magic resistance now is a statistical basis of all creation. In a fight with a highly concentrated hero magic, my spell implosion only kill a creature champion level at a time. Your hero could do likewise with their office.
#4
12-10-2011
DougWison
Member
Join Date: Jul 2011
Posts: 1,457
Re: First impression of Might & Magic Heroes VI
A little more than expected in the demonstration stage. Elemental air with null can start calculating your ranged damage (I guess) should not be something that happens this late in development. I'm sure this is a problem that arose only after a patch, but I wonder how you can end up confused. Some notable memory loss (which happens, is a byproduct of a programming language that programmers have fallen since they were no longer limited by kilobytes more, but it is too heavy too fast). Heroes can not attack the garrison tower and still have the option to do so. Attacking the door of the two points near the two plants do nothing that turns the waste unit. Attack multiple targets under the garrison tower (where the model is hidden away when fittings) instead of the slits. You have to wait idle animations complete before issuing order (I really hope that this is a mistake, it becomes annoying). Some are unnecessarily attack animations and self-indulgence long (harpies, I'm looking at you). Some effects do not really work as advertised. I'm pretty sure two could not Architect to work and is not really clear how it is supposed to be. Architect 3 does not mention that it works like a charm on. Ugh ... one hand, is much more functional than any Bethesda game at launch, on the other hand, Windows Vista is much more functional than any Bethesda game at launch.
#5
12-10-2011
Ashley Parker
Member
Join Date: Jul 2011
Posts: 1,421
Re: First impression of Might & Magic Heroes VI
I liked the music in this game. Music - Paul Anthony Romero still shows its strings. I'll never forgive Black hole to end the display of the city (one of my favorite things to do in Heroes V is to see my people as the camera travels and listen to the theme), but at least he did away with Romero, as they were intended a. Good gods! I almost cried when I walked into the northwest on the map of the second season and heard a version of Heroes II premastered "Grassland Theme" (or the subject field ... I have two versions for the song you do not agree the name).
#6
12-10-2011
Shae
Member
Join Date: Jul 2011
Posts: 1,600
Re: First impression of Might & Magic Heroes VI
I liked it was decided to keep and what to ignore. This is not a clone of Heroes III, for which I thank them immensely, but I also knew what to choose and what to ignore. Making creatures to attack the walls actually reduces the randomness of siege battles, which often rely on. Now may be a welcome addition to your effort, but always have a way to break walls.
#7
13-10-2011
Wyl
Member
Join Date: Aug 2011
Posts: 1,480
Re: First impression of Might & Magic Heroes VI
This is not really true, since many of the skills are the active power and require the movement heroes. Reinforcements, Rush, heroism, Down Asault and so on. Nothing prevents you from getting these images. And the duration depends on your reputation, so that users of magic are most disadvantages here. Unlike most spells using the magical power of his might.
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