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New here? I'm Roha — want a quick tour?
It’s certainly interesting that instead of providing proper arguments in favor of the Olden era and engaging in a constructive dialogue on the topic, you decided to nitpick about spelling and repeat the thesis about “playing for 30 hours and developing Stockholm syndrome.” Well, each to their own. I also remember you very well from the old days; I didn’t expect a constructive dialogue from you in the first place, so I’ll end the conversation here. But you at least made me laugh 🤣🤣🤣
"And no amount of negative comments will change that," he asserted, a statement that, after his comment, made me even less inclined to play it, and didn't make me like the game any more...

Olden Era is a very controversial game. In total, I played about 37 hours in the playtest and demo. I will start with the good. Mechanically, the game turned out to be extremely interesting – it is the perfect successor to parts 3 and 5. It has alternative upgrades from part 5, a simplified but still interesting skill tree, they added an analogue of the central perk, a huge number of old and new objects, more than in part 5 with all the DLCs, they returned the class system from part 3, many new heroes with their unique (and not so unique) specializations, they added abilities to units that affect movement on the global map, as in parts 3 and 4, they added many new adventure spells, which were also in part 4. And if we evaluate the mechanical component as a whole, it turned out to be awesome – it is interesting to explore the map, there is a lot of new and returning old content. I would rate it a solid 8/10. Why not 9 or 10? It seemed to me that in some moments, the developer responsible for balance was not stopped, so some units have 9 abilities! As a casual player, I don't want to learn so many abilities, and in some moments the mechanics seemed too overloaded, so I lowered my rating. "Brevity is the soul of wit," as A.P. Chekhov wrote.
But how to explain and present such complex mechanics to the player in a clear and understandable way? And here we smoothly descend into a barrel of tar, because the lion's share of the visuals in OE is a talentless, uninspired, hastily made mess. The interface is a pathetic creation made by a first-year student. It is unintuitive, with small buttons that are arranged in some illogical way – heroes are on the left, cities are on the right, the arrangement of the hero's stats has become chaotic, the order of stats for units differs from window to window, some buttons are not where they should be, in the unit hiring window, stats and abilities disappear for some reason, and there is a lot of just blatant trash that makes your eyes hurt. The localization is just as talentless as the interface, where there are names like "Trickle Creek", "Pr-r-r-yg!", "Bulugan! Gr-r!" or "Aroma of Hops". In addition to the fact that these are absolutely unfunny names, they are also not informative at all. What do you think the spells "Shorten Shadow" and "Lengthen Shadow", and "Anya's Touch" do? Why couldn't the spells be named normally, for example: "Stone Skin", "Dispel Magic" or "Prayer"? For the sake of humor or some lore? For some reason, there were no such problems before... So every time I see a new spell (the icon of which doesn't explain anything to me), I have to read and memorize again that "Lengthen Shadow" is +2 attack and defense.
And this is just about convenience, there is also an aesthetic component in the game. I don't want to elaborate on the obvious truths that it was not a good idea to make the graphics look like a mobile game. I also want to agree with Drakkosha that the unit designs mostly do not suit Enroth, although some of the creature concepts are quite interesting. The idea that the spells in the spellbook were drawn as if by hand (as if a monk learned the "prayer" spell and drew how it works so as not to forget) was ruined by talentless designers who simply slapped icons from a mobile MOBA game like "League of Legends Bang Bang" or whatever this crap is called. Looking at the units, you can't understand what their role is and what their abilities are. For example, in part 5, the dwarf spearmen had 1 spear in their hand and 2 more in a quiver, you could guess that he is a ranged unit with a small amount of ammunition, but he can stab the enemy with a spear without a penalty in melee. There is nothing like that in OE – the mechanics are separate, the unit design is also separate. Do the dancers have a chakram in their hand? She is a ranged unit that shoots a laser from her fist, and she has a penalty in melee! For the visuals, I will give a 3/10, for the fact that they did not simply copy all the images from previous parts, but tried to make something new (the succubus, for example), and for the fact that the portraits of the heroes have their own character (although their drawing style is pop).
I will write a little about the music. Paul Romero is back – that's good. The new compositions are pleasant, but there are a lot of repetitions from previous parts (they are already using the grass theme from part 5 for the third time...). I will add +1 point for the music.
My final score at the moment is 6/10. The mechanics are great, the visuals are crap.
9 abilities
Greetings everyone!
We are BLESSED to announce that Heroes of Might & Magic: Olden Era hit over 1 000 000 wishlists on Steam!
You guys are an absolute delight and we are incredibly blessed to have you all by our side on this journey as you share your love for the game with us!
Olden Era is now the #15 most wishlisted game in the official global Steam Wishlists chart. That includes the top postitions in the genre: #1 spot in the Turn-based Strategy category and #4 most wishlisted title in the Strategy category. We have also become the #1 top Demo of Steam Next Fest and one of the most played strategy Demos in the history of Steam!
In addition to all of this, over 24 000 of you played our Demo at the same time at its peak — making us the best-performing strategy game Demo in SteamDB's history of observations — and you left over 2 000 reviews about the game! You have also sent us thousands of feedback pages with love, insight and thoughts on what you liked and also wish us to improve!
Nothing could have prepared us for such following and desire to make our game shine and so, from the bottom of our hearts, THANK YOU! We love you all and we will continue using this support as our strength to keep pushing forward towards Early Access!
Remember — the DEMO for Heroes of Might and Magic: Olden Era is available on Steam and you can play it NOW!
May the Dragon Utopias bless you with all the best artifact rewards!
If anything, it mainly concerns passive abilities, such as "archer," "melee," "flight," "magic resistance," "such-and-such creature," and so on, plus various "double attack," "counterattack," and other abilities that have been given to more units than before. There are a maximum of 3 active abilities, some of which don't seem very useful to me. In this case, it's more about remembering which active abilities end the turn and which are an addition to a normal attack, not forgetting about charges, hero attack, types of damage/creatures, and other things.
I don't see any "overload" in the fact that each creature has unique (almost unique) active and passive abilities. This actually deepens and expands the Gameplay. It's definitely better than the bland creatures of the seventh and ancient second games (we would, of course, criticize the 1996 game now). Where creatures differ only in visuals and stats. And it's not worth making the game in the HoMM series cater to casual players. They already have enough games...

I haven't played it myself yet, but I approve. I watched video reviews and came to the conclusion that, in general, it's actually quite good, as "OldenEra" turned out to be recognizably reminiscent of "Heroes of Might and Magic III" with quite pleasant graphics and smooth, unobtrusive unit animations. The presence of a certain abundance of game mechanics details, in my opinion, can make the RPG system of the game flexible and customizable according to the player's preferences, which is hardly something to be perceived as a drawback.
If I were to criticize something, it would be that the mountains on the strategic map seem too small (compared to the hero and NPC figures), and during the tactical phase, it would be possible to add some hills from which it would be more effective to fire or defend in melee combat, and the strategic map could also be made less "flat," adding at least some height gradient in 3D. However, these are, of course, just my subjective nitpicks, as overall, "OldenEra" seemed to me to be a rather promising project that can still be improved and refined.
In any case, I wish the developers "fair winds and following seas" in their difficult task and, of course, patience in the toxic environment of the gaming community.
It's just chess, damn it. It's a game where the units don't offer much variety, there are no special abilities, and even the stats are basic. And yet, it's still considered a super elite game for super intellectuals, even after thousands of years. I remember when I was a kid, my dad played Heroes, and I thought it was just chess with pretty graphics and hexagons instead of squares.