I enjoyed it. I wouldn't say it's something revolutionary in the genre, but the small features look cool.
1. Chargeable abilities. They made it similar to Song of Conquest with magic. You can charge up with a bunch of small charges, or there are spells that boost the charges. Then, you can use these charges to unleash a unit's ultimate ability or simply have the hero attack.
2. Faction laws and progression. Hero progression is a lightweight wheel system from the fifth game (and some sub-skills combine with each other; for example, in attack, there's a sub-skill that increases damage, and if you have dark magic, i.e., night magic, it doubles the effect). The laws are like a tech tree, quite diverse, and you can combine them with the hero's specialization or just go for a specific build. Well, you can roughly divide it into melee, ranged, and support, but it's still interesting.
3. Visuals. This is 100% a matter of taste; you need to get used to it, and it's playable. And honestly, I wouldn't say the visuals are bad now; they're just different. What I didn't like is the small font, and there's no way to increase it.
4. Regarding the Factions. I've only played as the Castle so far, and I was surprised by the shooting cyborgs (angels). I haven't played the other Factions yet, but judging by the descriptions of the skills, the units seem to play differently. It's definitely better than in the third game, where the units are essentially just different skins and the numbers are slightly different.
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