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Heroes of Might & Magic: Olden Era - Обсуждение

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Lol, I didn't even notice the spell names when I was poking around that demo with two Factions. But there weren't many spells there anyway. Yeah, it's overkill. Originality is cool, I like the spells in Disciples, where a number of spells have beautiful, pompous names, and in Heroes of Might and Magic III, it's almost exclusively Latin. But there's always a brief description of what the spell does right next to it, so you won't get confused. In King's Bounty, there are a billion spells of varying degrees of usefulness with different cool mechanics and gimmicks, but the basic ones are named the same as their hero counterparts - speed, slow, blessing, curse, armageddon, etc. In Heroes of Might and Magic IV, each spell had a story, a description, sometimes quite funny, edgy, or just lyrical, but you had to dig to find these descriptions, and I didn't realize they were there right away. It's not always appropriate to go overboard with originality, especially if you, @%$#, are making a game for a franchise and setting that has established canons, and fans expect certain things that they have become accustomed to over the course of the series! I agree that it's cool to come up with something new, but if they went back to the roots and meticulously transferred everything pixel by pixel from Heroes of Might and Magic II or III, I would be just as annoyed, saying that they have zero imagination and are just copying the old. I praised the tentacle witch as a concept, my only questions are about the implementation. If she were beautiful, I would forgive her for not being a hero unit. There were hives, giant mantises, ice demons, and slugs in Heroes of Might and Magic IV. But balance is important, too much new is also bad, and they went overboard with their brilliant ideas. I understand, they got carried away, I even believe that they love the franchise, but they need to use their heads, you're not making some crappy Polish mod. The abilities of units in King's Bounty were strictly limited to three slots. Less is possible, more is not. That was enough. In Heroes of Might and Magic IV, units had spellbooks, usually with 1-4 spells, ogre-mages had more, 5-7, but they don't have a native mage hero and mana is scarce. You just won't use 9 abilities in a real combat situation. But you can show off and flaunt originality, yes. And in that demo, some of the new features seemed not the worst, like the global politics or the interface of the guild of mages in the form of a map of the sky, but the visuals were so off-putting that I didn't really want to dig and figure it out. In the old Heroes games, I enjoyed building cities to see how beautiful they were and what cool units they had. Even in Heroes of Might and Magic VI and the abominable Heroes of Might and Magic VII, I did this, and in Heroes of Might and Magic V, I was completely blown away by the beautiful models of the units on the full screen, succubi became my waifu for a long time, and vordansers became my husbandos. Okay, that was a long time ago. But recently, I played the Lego DC series, and I was so happy to discover new characters there, each one had to be unlocked, their abilities and animations checked, I remember the delight from the pompous, huge Darkseid, canonically floating with his arms behind his back, I remember the disappointment with my favorite Lobo, who couldn't have the ability to fly with his space bike, a cool animation of Clark Kent transforming into Superman, the implementation of Beast Boy, where they drew a separate model for each of his abilities, far away Bat-Cow, Krypto, Ace, my favorite evil cat Dex-Starr... And yes, I saw many characters there for the first time, like Atrocitus, Larfleeze, Saint Walker, and Indigo-1, and then I thought, "Oh, that was in Lego Batman!" In Olden Era, there was no such desire to explore the game and build new units.
А, вот почему.

🏹🎪+⛓️♿=💕

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