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Tomb Island

#20
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I liked the map. Pleasant design, dynamic, strategic – everything as it should be for a Heroes game. Many thanks to the developers, and also to the archaeologists and restorers. The map isn't the most original in its structure, but it's one of those cases where an old idea still works. I played as Humans, put Vitus in a Castle, and in the tavern, I got Dugal – he cleared everything out ("hero" reached level 34 in 34 days).


For me, the appearance of dragons in the Utopia was quite logical; without them, it would have been unlikely to break through to the obelisk. The developers didn't expect that heroes overflowing with troops would come to the island. The ending could have been rewritten more creatively. A bunch of bone dragons is still just a bunch, not a combat unit; it's difficult for stacks to spread out on a narrow field. They should have added ghosts and/or vampires instead of the second stack of dragons.
I really didn't like the animation of the skeleton on the island. Its style is very different from the Nival style; it looks like something rotten in a pile of high-quality wood.