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#324
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The fifth installment already strongly resembles the third one. For example, there's not much you can add to the third game, as the developers simply shamelessly copied a large number of creatures, buildings, and other objects from it, without adding much of their own. Well, except for the transition to 3D, an interesting skill and ability upgrade system, and engaging campaigns. But bringing back the outdated combat system from parts 1-3, which was successfully received in the 90s, was a mistake, as it looks primitive today, even in 3D! In my opinion, it would have been wiser to adopt and refine the tactics from the fourth game, where both units attacked simultaneously. At least, it's more dynamic and, most importantly, looks more realistic than a unit just standing there and waiting to be attacked (if it isn't killed) before finally retaliating. This is point 1. 2nd: bring back the hero's participation in battles!!! In the 5th game, it's almost impossible to kill the hero without destroying the entire army. The hero can definitely die in the heat of battle, as the 4th game showed us. Even hiding the hero behind a monster didn't save him from magic and flying creatures. But here, you can't even shoot at the hero, even though he can not only shoot but also attack, easily running across the battlefield without receiving a counterattack:smile18: 3rd: bring back special abilities for certain units. Double the defense against ranged attacks for skeletons and bone dragons, as it's quite difficult to hit any skeleton. Amorphousness for air and ghost elementals, i.e., also increased defense against ranged attacks and melee weapons (swords, spears, arrows, claws, monster teeth), and restore the doubled damage from lightning for elementals. Fire, black, and lava dragons should stop taking full damage from fire attacks... in general, the list could go on. 4th: add the ability to cover units and the hero with other units to protect them from ranged attacks, but the developers didn't think of that. 5th: allow running around the map not only with the hero but also with individual units, including the ability to recruit troops from the corresponding buildings. This may not be important, but it would be more fun. It's unclear why Nival liked the third game so much, while so many interesting features from the fourth game were completely ignored. And in general, the lack of innovation is the main drawback of the 5th game. The developers essentially left behind outdated ideas and principles that were successful in the mid and late 90s, only embellishing them with an excellent campaign storyline and beautiful 3D graphics. Although, even behind the seemingly beautiful graphics, there is a game mechanic from 1999. But that's a separate question:o

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