Thursday 3 September 2015

Player Preview - Might & Magic: Heroes 7



Title: Might and Magic: Heroes 7
Developer: Limbic Entertainment
Status: Closed Beta
Release Date: September 29th, 2015

Official Site: http://bit.ly/1ig9Tal
Steam Page: http://bit.ly/1L0oM7n





Hey what’s up, Serpentine here taking a look at the Turn Based Strategy Game, might and magic heroes 7 developed by Limbic Entertainment, the same guys behind Might and Magic 10 Legacy and might and magic heroes 6. I’ll only be covering the single player skirmishes and multiplayer as that was the only content open during the beta phase.

It’s been 4 years since the last Heroes of Might and Magic, a game that was evidently crippled by Uplays always online DRM. While Heroes 7 is still based on Uplays platform, the always online DRM seems to be a thing of the past and rightfully so too as the game does feature a single player skirmish mode. The games mechanics haven’t received any massive updates to the point where the game has changed significantly it has however received some graphical updates though with a much cleaner look to it.


If you’re new to the franchise, Heroes of Might and Magic has you leading a kingdom and army with the primary goal of taking out all other kingdoms in the area. Heroes act as your armies’ commanders, able to cast spells to give your units advantages in and outside of combat. These heroes can gain levels allowing you to allocate skill points that can provide pretty important bonuses not only to your armies but to all aspects of the game. The skill tree is divided into different play styles so choosing a certain strategy at the start of the game is a good idea so that you can level your heroes accordingly. Scattered around the map you will also find hero equipment that gives extra bonuses and Relics that will give each visiting hero a permanent bonus. If you have enough gold and want to expand your army you can hire another Hero at the Heroes Hall. Each hero will come with a couple of faction units to get your new army started and again its best to pick the hero that suits your play style or what you are wanting to do with the new army.


As for your actual army, it will be composed of units that you enlist at one of your castles. Each week a certain amount of units will be trained and ready to recruit, the unit types and amount depend on what building upgrades you have invested in at your castle. Due to the weekly production you do have to use your units efficiently or you could end up fighting the other kingdom with half an army. There is a chance that neutral camps will want to join your ranks but there is only a very small chance of that happening. Neutral camps are what you will be attacking early on for resources, items and bonuses. The closer the camps to your castle the easier they will be to defeat with your chance of success denoted by difficulty descriptor like Severe, moderate and trivial. As time goes on these camps will get harder and harder so taking them out early is definitely the way to go so as not to waste too many resources on harder fights. Larger maps contain a lot more interesting objectives that you can fight for, for instance there are elemental keeps, neutral garrisons and juts a whole lot more. There are underground sections of each map that you will most likely have to use to get to your enemies base. Discovering new areas of the map, removing the fog of war also gives you a tactical advantage as you can see any enemy forces moving through those revealed areas so revealing parts of the underground pass can give you an early warning as to when a large scaled attack is heading your way.


The combat in game is obviously turn based and takes place on rather small chess like battlefields. Your units of the same type stack and are represented by only one physical unit on the battlefield while also acting as one unit. You can split these stacks outside of combat but unfortunately you can’t during the set-up phase just before the combat phase which is a little unfortunate but you can move them around the first 2 rows. In combat there are only really 3 things you can directly control outside of just moving units including defensive stance to increase a unit stacks armour, Flanking to gain a damage bonus on enemies and finally using your heroes’ abilities and attacks to your advantage. I would have liked to see some more abilities for units to use, there are some that come from upgrading them but it still doesn’t feel quite like there is enough utility or different things to consider while in combat. There are also 2 passive elements that will take effect on every round and that is the war machines. Once researched at your castle you can purchase 2 different war machines, 1 offensive and 1 supportive. The offensive machine is more aimed towards sieging being very effective at taking out fortifications however it will still fire upon enemies if there are no fortified structures on the battlefield. You aren’t able to control where it fires though which is a bit odd and the same thing rings true for your support machine that will heal a unit stack at random. Why you can’t designate targets for the war machines doesn’t really make sense and can make it quite frustrating when you want a certain unit stack healed but another less important stack gets healed instead.


Outside of the gameplay there are 3 different game modes, Story Mode, Multiplayer and Singleplayer. Currently the game supports up to 8 players in the one game however unless you have a lot of time spare I would advise against it for both multiplayer games and single player games. It may be a bit more lenient on Multiplayer games if you enforce a short turn timer but in singleplayer games versing the AI, the AI can take a very long time to make its turn feeling like a minute or 2 pass by before you can make your next move and that just playing with 3 AI. Playing with 7 AI players takes even longer and is a massive problem with the game at the moment that needs to be fixed before the game releases. Speaking of the games release there will be 6 different classes available to play on release including the holy empire of Haven, the Wizards of the academy, the necromancer of Neropolis, the Barbarians and Orcs of the Stronghold, The Elves of Sylvan and finally the Dark Elves of the Dungeon. Each faction has their own unique soundtrack that suits them and is adequately epic. The waiting music however is rather odd and I’m pretty sure it is free to use music from somewhere else as I’ve heard it in another game called Coffin Dodgers. It doesn’t fit the theme of the game at all and while you are waiting an eternity for the AI to take its turn it is really noticeable, it would have been better to just have your faction’s soundtrack on loop.


Other Features of the game that will be included at release include a couple of map and modding tools. You will be able to create your own maps for the game along with your own custom campaign. If you don’t want to get to technical but would still like some different maps there will be a random map generator available. Being an Unreal Engine 4 game you will be able to access the finer parts of the game allowing you to create your own heroes, your own units, your own towns pretty much you will be able to edit anything in the game as long as you have the skills and knowledge of the Unreal 4 Engine. Sharing these mods hasn’t really been discussed though and I doubt Ubisoft would want to take advantage of the Steam Workshop due to Steam being their competitor.


Altogether Heroes of Might and Magic 7 is more of the same, is that a bad thing. Well not really and the graphical update really does help bring the game franchise forward as you can see here with the left being footage from Heroes 6 and the right footage being from Heroes 7. I can’t help but compare this game to Age of Wonders 3 and while comparing the two titles, Heroes 7 comes out lacking a lot of depth however I think Heroes 7 is aiming for much quicker games as opposed to extremely long play sessions played over multiple days. This is made even more apparent in the combat mode were Age of Wonders 3 has large tactical maps with cover and elevation mechanics were as Heroes 7 opts for a much smaller battlefield providing only 1 or 2 pieces of half damage cover. So it really comes down to whether you want to spend a couple of hours to complete a mission or a couple of days, if you are after that couple of hour experience then Heroes of Might and Magic 7 may be what you’re looking for plus take into consideration that I was unable to take a look at the campaign but I have a feeling it will be much the same.


Anyway, that’s been my player preview for Heroes of Might and Magic 7. The game is currently in closed beta with a release date set for the 29th of September on both Steam and Uplay for around $53 or your regional equivalent. If you want to find out more about the game check out the links below. Thanks for reading and I’ll see you guys next time.

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