Here is a copy of the news from Nival:
| At the end of 2003, unbelievable rumors began to circulate that Heroes of Might & Magic V was being made in Russia. At that time, Western companies did not risk handing over such large projects to countries of the former Soviet Union, so such things were hard to believe. Around the same time, an insider acquaintance of mine confirmed this information, despite concerted denials from Nival and Ubisoft. And when one of the early versions "leaked" in mid-2004 (it only reached the general public at the end of 2005), there were no doubts left. Since then, both companies have been very cautious and released information about the game in strictly measured portions. This is especially surprising in an era of total overhype, when PR managers start advertising a project five years before its release. But now the wait is almost over, and the veil of secrecy over Heroes of Might & Magic has finally been lifted. Thanks to Nival, I managed to play a fresh beta version of HOMM V. Of course, this is not yet the release, but it allows one to get some impression of the project. First, about the graphics. The game's creators decided not to chase polygon counts, but to focus on design quality. The vast majority of characters and locations look stunning. Purists may be disappointed that although the fifth part (unlike the fourth) resembles the third, the graphic style is still different: it turned out to be a sort of fusion of "Demiurges" and HOMM III itself.
The turn sequence in HOMM V is calculated completely differently. Instead of a banal queue, there is a peculiar timeline, as in some jRPGs. On this line, it is clearly visible who will act and when, so fast units can move two or three times while slow ones are still deliberating. Accordingly, the counter-attack system has changed – hitting big and clumsy units is much safer than hitting small and nimble ones. Nival tried very hard to ensure that the appearance of new powerful troops didn't make old soldiers a burden. Firstly, weak fighters are usually faster than strong ones, and secondly, one of the hero's skill tree branches allows increasing the damage dealt by each of their subordinates by a certain (but small) amount. And if you have, say, a dozen expensive and powerful angels, the total increase will not be very significant. However, a commander who leads several hundred simple skeletons and zombies will be very pleased. Considering that the Necromancer, as before, can turn fallen enemies into their loyal servants, it becomes even more interesting. Read the full version of the preview in Gameplay magazine №2’2006 | ||||||||||||||||||||||||||


