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What would I like to see in Heroes 8?
Atmosphere, plot, beautiful graphics, and everything that was best in the previous installments of the game.
The fifth part has all of this, which is why I want to play it again and again. The replay value comes from many goals: besides increasing the difficulty level, the fifth game has the Grail in the form of a central skill on the skill tree (hidden from view), there are Easter eggs that you only see when you have 100% explored the map, there are single missions that are also woven into the story, and finally, there are interesting individual hero traits that you want to "test" at different levels. Therefore, I can always find a goal for myself in the game, no matter when I sit down to play.
The sixth part had atmosphere and plot (and the budget played a significant role), so there is some desire to return to it. But I often don't find goals in it - everything is too simplified and obvious, and I can't find a reason for myself to replay/explore it.
And the seventh part failed in all three aspects. There are no complaints about the music, but the graphics, although it doesn't look worse than the sixth in terms of detail, resembles mods more than an AAA game for 2000 rubles; many things are done clumsily, without a common style. Much has been said about the plot - there is no incentive to play for everyone, no desire to know "what happens next and how it all ends?". And finally, the goals are also questionable - the central skill is obtained without much effort, the hero traits are uninteresting, and there is nothing to strive for in the game besides completing the map's tasks. The only plus of this installment is that it returned to the right ideas of what should be in Heroes - but the implementation didn't grab me.
So, the eighth part should have a normal budget, allowing for the creation of a fairy-tale fantasy world with its own style, good writers should be involved, and finally, a system should be added in which completing the campaign is only the tip of the iceberg.
Added 3 minutes ago
By the way, another interesting vacancy has appeared at Blue Byte:
Gameplay / AI Programmer
At first glance, nothing unusual, but familiar terms appear again:
Tasks will cover AI behaviors, fights, strategies and tactics
Added 3 minutes ago
It should be added that Erwan Le Breton (creative director and producer of games in the M&M universe) is also the creative director of the Might & Magic franchise and is also involved in the creative development of other Ubisoft projects, such as, for example: The Settlers, For Honor, Skull and Bones.
And it is interesting that all of the listed games were made at Blue Byte.
Therefore, there is a high probability that the "secret project" currently being developed at Blue Byte belongs to the Might & Magic universe, and most likely, it is a strategy game
Atmosphere, plot, beautiful graphics, and everything that was best in the previous installments of the game.
The fifth part has all of this, which is why I want to play it again and again. The replay value comes from many goals: besides increasing the difficulty level, the fifth game has the Grail in the form of a central skill on the skill tree (hidden from view), there are Easter eggs that you only see when you have 100% explored the map, there are single missions that are also woven into the story, and finally, there are interesting individual hero traits that you want to "test" at different levels. Therefore, I can always find a goal for myself in the game, no matter when I sit down to play.
The sixth part had atmosphere and plot (and the budget played a significant role), so there is some desire to return to it. But I often don't find goals in it - everything is too simplified and obvious, and I can't find a reason for myself to replay/explore it.
And the seventh part failed in all three aspects. There are no complaints about the music, but the graphics, although it doesn't look worse than the sixth in terms of detail, resembles mods more than an AAA game for 2000 rubles; many things are done clumsily, without a common style. Much has been said about the plot - there is no incentive to play for everyone, no desire to know "what happens next and how it all ends?". And finally, the goals are also questionable - the central skill is obtained without much effort, the hero traits are uninteresting, and there is nothing to strive for in the game besides completing the map's tasks. The only plus of this installment is that it returned to the right ideas of what should be in Heroes - but the implementation didn't grab me.
So, the eighth part should have a normal budget, allowing for the creation of a fairy-tale fantasy world with its own style, good writers should be involved, and finally, a system should be added in which completing the campaign is only the tip of the iceberg.
Added 3 minutes ago
By the way, another interesting vacancy has appeared at Blue Byte:
Gameplay / AI Programmer
At first glance, nothing unusual, but familiar terms appear again:
Tasks will cover AI behaviors, fights, strategies and tactics
Added 3 minutes ago
It should be added that Erwan Le Breton (creative director and producer of games in the M&M universe) is also the creative director of the Might & Magic franchise and is also involved in the creative development of other Ubisoft projects, such as, for example: The Settlers, For Honor, Skull and Bones.
And it is interesting that all of the listed games were made at Blue Byte.
Therefore, there is a high probability that the "secret project" currently being developed at Blue Byte belongs to the Might & Magic universe, and most likely, it is a strategy game