Hereos of Might & Magic IV Review

Heroes of Might & Magic IV

Oh, man, there’s finally a game I’m gonna sit on and play for hours. I don’t know about you, but I’ve played all the games in the Heroes of Might & Magic series + Homm3 Armageddon Blade expansion set. 3 for the fourth game homm3. after the expansion set came out, I started waiting impatiently. Because I was very interested in how much more can be developed a game that is now completely surpassed and perfect. HOMM has made a breakthrough, HOMM2 has progressed visually and is already beautiful enough, while homm3 has made new character classes, add-ons such as over-developable creatures. Expansion sets also brought the game to its peak with 3DO – New World Computing. I mean, how much better could the game be?

3DO has made the game a complete RPG strategy this time. According to the subject, Erathia (the world through which Homm3 passes) is dragged into the apocalypse as a result of the collision of Armageddon’s Blade and Sword Of Frost, which clash in a war, and begins to disappear at great speed. Representatives of the races that pass through the doors of the dimension that open try to restore their lives and kingdoms in a new world. In all the campaign-type sections in the game, we perform the efforts of each race to hold on to the new world. When playing these subjects, the subject and the tasks we take are much more important than in previous games, and the subject is reflected on the screen via a scroll, perhaps enough to bore some players too often. Most players will go through these scrolls without reading them, but some details about the topic and our next task, and perhaps everything that will make the game “on”, are described in these scrolls. No, if you say it’s none of my business, you can learn task descriptions in short sentences from a menu.

Heroes of Might & Magic is really the subject of heroes, that is, the general and holy warriors of the M&M world: as one of the biggest innovations in the game, heroes are now entering the battle one-on-one. So they’re no longer just a magic figure in a corner of the screen. At first, they are inexperienced rookies in a combat environment and need protection, and then they come to be able to stand alone against behemoths, Dragons. For example, almost no creature can stand in the face of a general who has become level 30. Your experienced hero, who carries a lot of artifacts, is now really useful. If your hero dies in battle, but you win the battle, you can resurrect his body with your army by taking it to a nearby temple or province that contains a temple. No, if you lose the war, this time on the initiative of the opposing army, your hero is executed on the spot, so you can come back and take his body from there, or the prisoner falls in one of the enemy provinces and stays in the dungeon until you conquer that province.

Another innovation about heroes is that you can now include more than one hero in an army. You can even create an army of heroes (or whatever it is now called) if you want. Your heroes gain experience based on their performance at the front. In other words, a hero who stands in a corner throughout the war and does not interfere with meat and milk gets very little experience. Your heroes ‘ skill areas are so expanded that you can now play with your hero in 48 different classes. And previously only 3 levels of talent sevens were increased to 5. These are” simple, advanced, expert, master, grandmaster.”.. A lot of talent has been made preconditions for each other. Abilities are also divided into magic and collision (or might and magic, as it is called). Whichever way you go, eventually your hero begins to take part in this class. For example, if your hero who believes in chaos develops nobility, he becomes a Witch king, or if he develops combat tactics and surveillance, he comes to the field marshal class.

And there have been rumors circulating among HOMM fan forums for a long time, but I haven’t come across many of them in the game. For example, it was said that each group of units in your armies would have their own experiences. So let’s say that the skeleton company that fought in your army from the beginning of the game will gain its own experience, and if you transfer that company to another army, the total experience of the previous army will be reduced. However, no such feature was added to the game.And what else has changed in the game?
Previously, magic systems were divided into elements, and magic abilities were also divided into element disciplines. All magic disciplines have been re-grouped, and groups intersect with each other. In other words, in order to cast a spell, for example, it is not enough to be trained only in the discipline of fire, now you must be trained in both the elemental and spirit disciplines (as in the game Might & Magic 9…). From the moment you first meet him, it begins to scratch what disciplines your hero will go from. Because the abilities that he can learn and develop later vary depending on his beliefs. These beliefs also change as death, chaos, might, order, life, and nature. Magic disciplines are also classified according to these beliefs.

One of the most important changes in the game is about the number of creatures we can produce in our provinces. We can no longer produce all the creatures possible in a province. Instead, we have to choose between them. This allows for different strategies. Here’s how we make these choices. We can always choose Level 1 creatures. After that, we can only create one of the pairs of creatures from Level 2 to Level 5, the other cancels. For example, we can’t produce both ballista and pikeman at the same time, or monk and crusader, or champion and angel at the same time. Strategically, we share creatures between our provinces.

Now we can buy potions that we can use for our heroes in the game by creating a market in each province, as well as equipment such as weapons, shields, which give different properties when drunk, treat, in short, make the effects of various spells.

From a visual point of view, we see that the game was made with a completely new graphics engine compared to previous versions. Direct3D and screen resolutions up to 1280×1024 are supported in the game. They have retained the completely vibrant and colorful structure of the game map that we are used to from previous games. Again, almost everything on the map is moving and ready to interact. Thanks to the new engine, this colorful map environment has also gained a 3-D structure, and structures and creatures wandering on the map have become more compatible with each other.

We become more aware of the innovations and changes made visually when we enter the battle screens. The battle map, which resembles a chessboard that was previously looked at from the side, is now a complete battlefield with its elevations and pits, visible from the angle we are used to in many RPG games. Depending on the type of elevation, pits, and ground, your creatures ‘speeds and walking amounts decrease, as well as your creatures’ range attacks are greatly affected by distance and the intervening snap of trees, shrubs. Arrow vs. you can see that elves or your heroes, who are skilled (even grand masters) in using things like this, are not affected by such obstacles, or even adjust the angle and shoot. These are really quite impressive. In addition, almost all the creatures in the game have been redesigned, each of which has been redrawn, and many new creatures have been added to the game. Some creatures become more interesting with their new designs, while others make them say that this creature will not be so. For example, Cerberus (Latin plural cerberi, aman aman…) looks like three-headed Dobermans. And the behemoths resemble very large orangutans. And the medusas were introduced from the snake’s body into the form of women with legs.

Creatures on the map that defend various resources or just wander around and get in the way of travelers like us do not just stand in our way and wait for an attack, as before, when we enter or stay in certain ranges according to the creatures ‘ ability to navigate, they can attack us in their own rows after the turn of all players has passed. And they decide whether to attack or not based on whether they can beat us. Let me also write down what the numbers associated with these creatures mean: Few 1-4, Several 5-9, Band 10-19, Dozens 20-49, Scores 50-99, Company 100-249, Hundreds 250-500, Host 500-999, Legion 1000-2499, Thousands 2500+ means there are creatures.

The creatures ‘ counter-attack systems have also changed. Creatures no longer make counterattacks in turn. As one company attacks another, they mutually strike at the same time, so that the battle in the game becomes more realistic and logical. So 500 skeletons in your hand do not respond with the power of 150 skeletons after a powerful behemoth attack. Instead, the behemoths must attack, risking the counterattack of 500 skeletons. So a perfect balance has come to the combat environment. There are no exceptions in this counter-attack issue. Cavalry vs. some creatures, such as spirit, cerberus, vampire, etc. some creatures, such as, can certainly not counterattack.

The rules for castle sieges have been completely renewed. We no longer have catapults like we used to, and there are no towers in the castles. More precisely, as in the previous game, there are no creatures shooting from fixed Castle bastions, or even ditches dug in front of the castle, or mines placed. Instead, we can remove the creatures in our army to the elevations that represent the towers, of course, the construction of these towers depends on how much we have developed our pen in our province. Creatures that climb these towers gain an extreme advantage of attack and defense. Especially, they are very protected from attacks from outside the castle, and when they shoot outside the castle, they do damage many times above normal. The creatures behind the castle walls are also completely protected from outside range shots, as long as they are not attached to the walls. A moat is fixed in front of the castle and it is quite fast, especially in front of the castle gate. The besieger who is not in Katapultu has to break through the castle gate and enter (it is ridiculous that there is no catapultu, I could not see any really logical reason). In other words, it is quite difficult to besiege a castle and conquer the province. The side defending the castle benefits from many blessings.

The sounds of the game are perfect in a word, the sounds of each creature are individually recorded in quality. Every place on the map is alive and chirping in terms of sound, as well as visually. As you navigate the map, you hear the sound of everything you are near, the music is simply great, and again they vary depending on where you are.

The game is again, and of course, a turn-based strategy, and we can easily manage the entire game with mouse buttons. We use the left mouse button to interact with something in any way, and the right mouse button to look at its properties. On battle screens, if the creature has more than one form of attack, we can attack by making a choice of what is possible at that moment.

3DO in my opinion, not only did it add new features to Homm3 with expansion sets, but also this magnificent 4. he created material that would stall players for a long time to improve the game. Now 4. with the release of the game, they have proven that no game can be perfect, and that Homm3, which we call, can do no better than that, can be done well. But again, no one beat them but themselves, congratulations…

(Note: the game’s multi-player support is not yet active, so it could not be tested. The game’s multi-player support will be activated after a patch whose release date is not yet clear)

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