Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
The new King's Bounty, in essence, wasn't really a new game. It's a remake of an old one. Everything that was in it was taken from the original. This includes the contract-based hiring system, the hero's stat growth during battles, the travel, sailing, and flying system, and the finding of artifacts on the map. I understand that no one believes this, but that's how it is. There was no rage system, no wives or lovers – but that's absolutely unnecessary.
The same goes for Heroes, which originated from King's Bounty. It's difficult to abandon what's become ingrained, what people like, and what they're used to. Heroes 4 stands out because it's not standard. And only great specialists could create it. Finding a team to create an extraordinary sixth installment (and not just the fifth with minor additions and improvements) and allowing them to create freely under the pressure of "come on, hurry up" seems unlikely. In essence, there were only three major breakthroughs in the Heroes series – during the creation of Heroes 1, 2, and 4.