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Here is the article in German:
http://www.gamestar.de/spiele/might-magic-heroes-6-/artikel/might_and_magic_heroes_6,46387,2317016.html
and its translation:
After a four-year hiatus, Heroes returns, cautiously updated but with a strong plot.
Ah, Pavel, Duke of the Griffin Empire, what a family you have: killed by your own daughter! Of course, Anastasia was executed, but shortly thereafter she suddenly reappears: as an immortal vampire. Her eldest son, Anton, will become the heir to the throne, but he has heard the voices of angels since childhood and is therefore somewhat obsessed. And Anastasia's twin brother, Cyril, was so shocked by his sister's fate that he let himself be persuaded to give his body as a vessel for a demon spirit. Cheerful times for the Griffin Empire! Who would be surprised that the family in Heroes 6 has fallen out bitterly and then got dragged into a fierce war between angels and demons.
The Griffin dynasty should be well known to players from Heroes 5, as the previous game from 2006 tells of King Nikolai and his wife Isabel. Heroes 6 takes place 400 years before that Era. The focus is on Anton and four of his brothers and sisters, each of whom will have their own campaign.
Accordingly, the game features five of the ten Factions that exist in the Heroes universe. There were six in the predecessor. Besides Anton (Sanctuary), Anastasia (Necropolis), and Cyril (Inferno), there will be another sister and a half-brother, whose names and factions Ubisoft is still keeping secret.
New developer, old concept.
But wait, we are talking about Heroes 6, who cares about the plot? Well yes, that is why Ubisoft took so long with the sequel, in order to make a statement about the series' universe: "The universe is very important to us," said producer Erwan le Breton, "Heroes 6 will be a strong narrative game."
Le Breton leads an internal Ubisoft group that has been handling the design of the series since Heroes 5 and directly replaced the previously disbanded Russian Nival Studio, which is now sidelined from the development of Heroes 6. "We had different creative goals," Erwan explains, "Nival wanted to make an Online RPG more." Development was entrusted to the Hungarian studio Black Hole, which last released the successful Warhammer: Mark of Chaos (2006). Furthermore, for unification, Ubisoft renamed the series from Heroes of Might and Magic to Might and Magic: Heroes 6. Alongside the classic TBS, Ubisoft also has the spin-off Might and Magic: Clash of Heroes and the recently launched browser game Might and Magic: Kingdoms.
But what should be most important for the trembling fans? Heroes 6 will continue to be traditional and will be released primarily for PC. To be honest, seeing the version presented to us in Paris, at first glance, it looks like the same Heroes 5.
From a certain point of view, the new descendant even goes back a bit, in the direction of the still-best third series: the initiative-based combat system returns to classic turn-based battles, and each race will have a split between heroes mastering either the Sword or Magic. All the fundamental mechanisms will remain untouched: battles will take place as they did before, the same goes for map exploration (including the underworld), city building, and the RPG component including the inventory.
What will change?
Changes are only visible upon a second glance. Almost all are significant: of the four rare types of resources, only crystals will remain. "Until now, each faction had its own main resource," Erwan le Breton justifies the changes, "we want everyone to compete for the same rare resources. This makes the game more strategic." Basic resources — ore, wood, and gold — remain available. The second big innovation: there will no longer be a special construction screen; instead, cities will change and grow directly on the map. Along with this, Ubisoft and Black Hole are polishing many details.
Just as in the campaign, boss battles will be presented, captured enemy cities can be converted, and during the campaign, a reputation system will unlock certain additional quests. Along with this, the monster manual will be tidied up: "Approximately 50% of the units will be new," reports Le Breton. In the Necropolis, for example, insane ghouls will replace slow zombies; Inferno players, instead of horned demons, will get fat juggernauts. Whatever no longer fits the Universe will be scrapped, including gremlins, kobolds, trolls, and gnolls. And you should be on edge, waiting for those who will take their place. What does Ubisoft think regarding the abandoned ghost-mod from Heroes 5 and other Multiplayer mods? "Our thoughts are currently occupied with other matters," Le Breton comments dryly.
Editorial conclusion.
Christian Schmidt: Ubisoft remains surprisingly conservative regarding Heroes 6, while in comparison, Civilization 5 has noticeably more risky innovations. For me, this is only better; I thank God that no radical treatment was prescribed for the well-thought-out Heroes concept—on the contrary, smooth changes and a sensible campaign. Ubisoft treats the series with care. I find this commendable! And I am very happy with the achievements.