How long have you been familiar with the series, and which installment do you consider the best?
I've known Heroes of Might and Magic since its beginnings – since the days of King's Bounty. So, you could say I'm a veteran of the series. Honestly, I can't name any single Heroes of Might and Magic game as the best. Like any player, I see both pros and cons in each one. I like some things, and I don't like others. I evaluate the various innovations in my own way.
There were rumors that the sequel would be developed by a Russian team, and the first sketches appeared long before the official announcement. Were the works already underway at that time?
Yes, the work was already underway at that time, but we didn't see any point in telling the players about it, so as not to test their patience with an excessively long wait – because there were still about a year and a half left until the release. In addition, Ubisoft had its own plan for publishing news about the game at that time, and we had to follow it. And I must say that this plan was very reasonable, and we fully supported it.
Perhaps the most exciting question: why did Ubisoft entrust the development to Nival Interactive?
We participated in a tender organized by Ubisoft, and the decision made by the French was well-considered, thoughtful, and based on an in-depth analysis of the developers' capabilities. Most of Nival Interactive's employees are fans of the Heroes of Might and Magic series, and in addition to our extensive experience in developing TBS games, we had a passionate desire to work on this project. We prepared very well for the competition: we presented a concept for the game, sketches, a demo version, and even a video made on the "Demiurges" engine. I think that, in retrospect, it can be confidently said that neither side was disappointed with the decision made.
Read the full version of the interview in issue #4-2006 of the "Strana Igr" magazine.