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Thoughts of an old Heroes fan:
Many people here are writing about whether to wait for Heroes 8 or not. I don't know; personally, I'm waiting (yes, yes, perhaps I'm inadequately optimistic B)) and I even think that sooner or later (or preferably in a timely manner) we will see H8.
I don't know if the events of a hypothetical H8 will unfold in Ashan or some other world. In principle, I don't like Ashan all that much; there are too many doubtful or even completely unattractive elements in it for me. But Ashan has one undeniable advantage: it is well-developed. In that regard, I'm more in favor of Ashan. Especially since the creators of a new game (if one ever happens) will have to solve the DM problem one way or another, and finally move from endless prequels to a linear and unpredictable plot development.
To be honest, the last main campaign plot that I liked was the epic action of H5. After that, in my opinion, the plot acutely lacked scale, scope, and the confrontation of irreconcilable enemies. Too many civil wars, palace intrigues, and so on. Both the Necromancer and orcs became quite acceptable to the "good" Factions. And often, they were even friendly. In general, personally for me, lore and plot are important, but they are still secondary to the atmosphere and aesthetics of the game world. In this sense, I liked the trend indicated in H7 – not following the imperfect mythology too literally. Let me explain. For example, the lesser fire spirits – Cabirs – are not with the dwarves, but with the mages; the lesser earth spirits – troglodytes – are not with the elves, but in the dungeon. I think the developers shouldn't make the "fire" Fortress faction, for example, purely "fire-fire," or the "light" Haven faction entirely filled with radiance and light steeds. And the Necromancer should be made a bit less... hm... "spidery." It's better to separate the myths and the legends themselves. Originality is, of course, not bad, but originality for the sake of originality is not good.
Now for the main thing, the gameplay. I am not at all opposed to RTS; I like many of them, but... Heroes survived the change of world, faction composition, and much more more or less painlessly. But the only thing that caused rejection from a significant part of the fandom was the radical change in gameplay. H4 and H6 are decent games with many great ideas, but they are still outcasts to some extent compared to the mainstream line. This is perhaps a problem for the Heroes series – almost any serious changes in gameplay are met with misunderstanding by a large (if not the majority) part of the fans. But, on the other hand, why reinvent the wheel? In a sense, such gameplay rigidity is a plus. Based on the currently unclear rumors about RTS, one could, of course, assume that in RB there will only be tactical battles, while the exploration of the adventure map will remain turn-based. Especially since the first attempts to cook up something similar were already in H5. But still, the combination of Heroes and RTS is somehow... doubtful, I guess. It would be better to separate such a product into a separate project within the franchise.
Ubisoft's policy also causes some bewilderment. Why, instead of making a raw game for 2000 r. plus a single labored add-on, not do otherwise. For example, make a solid base product for ~$15-20 (maximum). Only with five or six basic Factions, without GSC, alt-creatures, and all the rest. But with working network Multiplayer. And then earn money by releasing add-ons and expansions. Let them require the original game, but cost ~$10 or even less. Two or three add-ons with Factions, several expansions with GSC, alternative upgrades, new Campaigns, etc. I admit that I am a layman in this matter, but is it really not more profitable this way?
Added after 2 minutes
And lastly:
News appeared on one of the Heroes portals about the release of Heroes 8 in 2019!
https://vgtimes.ru/games/might-magic-heroes-8/release-dates/
So, there is a reason to wait
Many people here are writing about whether to wait for Heroes 8 or not. I don't know; personally, I'm waiting (yes, yes, perhaps I'm inadequately optimistic B)) and I even think that sooner or later (or preferably in a timely manner) we will see H8.
I don't know if the events of a hypothetical H8 will unfold in Ashan or some other world. In principle, I don't like Ashan all that much; there are too many doubtful or even completely unattractive elements in it for me. But Ashan has one undeniable advantage: it is well-developed. In that regard, I'm more in favor of Ashan. Especially since the creators of a new game (if one ever happens) will have to solve the DM problem one way or another, and finally move from endless prequels to a linear and unpredictable plot development.
To be honest, the last main campaign plot that I liked was the epic action of H5. After that, in my opinion, the plot acutely lacked scale, scope, and the confrontation of irreconcilable enemies. Too many civil wars, palace intrigues, and so on. Both the Necromancer and orcs became quite acceptable to the "good" Factions. And often, they were even friendly. In general, personally for me, lore and plot are important, but they are still secondary to the atmosphere and aesthetics of the game world. In this sense, I liked the trend indicated in H7 – not following the imperfect mythology too literally. Let me explain. For example, the lesser fire spirits – Cabirs – are not with the dwarves, but with the mages; the lesser earth spirits – troglodytes – are not with the elves, but in the dungeon. I think the developers shouldn't make the "fire" Fortress faction, for example, purely "fire-fire," or the "light" Haven faction entirely filled with radiance and light steeds. And the Necromancer should be made a bit less... hm... "spidery." It's better to separate the myths and the legends themselves. Originality is, of course, not bad, but originality for the sake of originality is not good.
Now for the main thing, the gameplay. I am not at all opposed to RTS; I like many of them, but... Heroes survived the change of world, faction composition, and much more more or less painlessly. But the only thing that caused rejection from a significant part of the fandom was the radical change in gameplay. H4 and H6 are decent games with many great ideas, but they are still outcasts to some extent compared to the mainstream line. This is perhaps a problem for the Heroes series – almost any serious changes in gameplay are met with misunderstanding by a large (if not the majority) part of the fans. But, on the other hand, why reinvent the wheel? In a sense, such gameplay rigidity is a plus. Based on the currently unclear rumors about RTS, one could, of course, assume that in RB there will only be tactical battles, while the exploration of the adventure map will remain turn-based. Especially since the first attempts to cook up something similar were already in H5. But still, the combination of Heroes and RTS is somehow... doubtful, I guess. It would be better to separate such a product into a separate project within the franchise.
Ubisoft's policy also causes some bewilderment. Why, instead of making a raw game for 2000 r. plus a single labored add-on, not do otherwise. For example, make a solid base product for ~$15-20 (maximum). Only with five or six basic Factions, without GSC, alt-creatures, and all the rest. But with working network Multiplayer. And then earn money by releasing add-ons and expansions. Let them require the original game, but cost ~$10 or even less. Two or three add-ons with Factions, several expansions with GSC, alternative upgrades, new Campaigns, etc. I admit that I am a layman in this matter, but is it really not more profitable this way?
Added after 2 minutes
And lastly:
News appeared on one of the Heroes portals about the release of Heroes 8 in 2019!
https://vgtimes.ru/games/might-magic-heroes-8/release-dates/
So, there is a reason to wait