Both have a licensed version 2.1.1.
Both have a licensed version 2.1.1.
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Railag13, Creator. Recently, specifically yesterday, posted an announcement on the forum. We just moved to a new server. Messages posted yesterday after 2:00 PM were not transferred and remained on the old server.
Imagine, I played Heroes 6 for the first time on the weekend. :) I know it's funny, but somehow I just didn't get around to it before. :)
What can I say? The graphics pleasantly surprised me with its gothic style, as did the video at the beginning. Very epic. It's nice to look at a stylish, handsome knight in bright armor fighting among a dark mass of undead. In general, I think it's time to make a film saga based on the Heroes series. :)
The music was particularly pleasing. When I heard the track on the grass, I didn't even go into the Castle for a long time, I just kept listening.
The developers in Heroes 6 have an interesting approach to secondary skills. Now the player is free to develop as they see fit. On the one hand, this seems good. On the other hand, it's not very pleasing. It loses its uniqueness and the element of randomness. Now any hero can get a general slowdown at level 5. And that's not very pleasing. In some ways, the sixth game reminded me of the TE version of Heroes 3, where the influence of randomness is minimized. In my opinion, this ruins the game. It turns from something lively into a "Terminator."
I also want to note the imbalance of the "Learning" skill. It's too powerful. You can't do that. By reaching level 10, the player suddenly gets 6 more level 8 heroes (I apologize if I'm wrong, but it seems that I actually got 8 secondary heroes).
The storyline. In my opinion, despite the vast amount of information, paradoxically, it is terribly boring. I really love playing Heroes. Among turn-based strategy games, it is on the same level as XCOM for me, but the storyline in the 6th part is simply terrible compared to 2, 3, and 5. I don't know how it will go further, but the Campaigns for the Alliance (the introductory one) and for the Undead are incredibly boring. And yet, I used to enjoy replaying 3 and 5 with great pleasure. It was very interesting. I almost fell asleep.
That's all for now. :)
P.S.: The voice acting of Anastasia is incredibly annoying (in 5, the voice acting of Isabel was very annoying, I thought it couldn't get any worse, but I was wrong).
Another nail in the coffin of Heroes 6, according to a fan of Heroes 3.
The graphics were surprisingly good, with a gothic feel.
video at the beginning
The music was particularly pleasing. When I heard the track on the grass, I didn't even go into the Castle for a long time, I just kept listening.
The developers in the 6th installment took an interesting approach to secondary skills. Now the player can develop as they see fit.
It loses its uniqueness and element of randomness.
Now any hero can get a general slowdown at level 5.
In some ways, the 6th installment reminded me of the TE version of Heroes 3, where the influence of randomness is minimized. In my opinion, this ruins the game.
I would also like to note the imbalance of the "training" skill. It shouldn't be like that. After leveling up to 10, the player suddenly gets 6 more level 8 heroes (I apologize if I'm wrong, but it seems that I had exactly 8 secondary heroes).
I went to bed at 3 am today, even though I had to work in the morning.
This is a kind of specific game in the Heroes series.
Huh? Maybe the brightness is high, but as for the gothic feel... you must not have played Disciples 2. Nothing is more gothic in the world yet.
Well, it's just a video. You watch it once and forget about it. I don't even remember what the video was about.
But none of the tracks stuck with me. It's just background music. It's not even worth comparing to Heroes 3.
Yes, but unfortunately, I personally think that 60% of these skills are nonsense and don't give the hero any real advantage.
In my opinion, there's actually more uniqueness here than in part 3, because in the old Heroes games, there was a very limited range of skills that certain heroes couldn't learn (for example, Adelaide + Necromancy), but in general, the set of skills was the same, regardless of race and class.
I could easily develop a battle mage from either a mage or a knight. In the sixth game, however, there is at least a clear boundary between the skills of mages and the skills of knights, and moreover, different races have access to different schools of magic. I'm not saying I'm happy about it.
In the third game, it can be obtained on level 3-4. With some luck, that is. But if you compare the effectiveness of the spells, it turns out that in part 3 it was 3-4 times more powerful, while in 6 it is so funny that I never learn it.
I agree. It just infuriates me.
I won't comment on the campaigns, because I only played through the barbarian campaign.
But for me, honestly, replayability on single-player maps (of which, by the way, there are very few) is more important than missions.
It will pass in a week or two of intensive play :P
By the way, are you an old-school gamer?
in the game there are really a lot of useless spells
imagine that you have 10 skills to choose from, and they are all needed, all useful. What would you do?
The skills of heroes of the same Castle are still the same. What a mage can learn reinforcements and tactics, so can a warrior. The same goes for light magic: what a warrior can do to resurrect, what a mage can do.
As for slowing down in Heroes 6, you underestimate it. Often, the general version of it doesn't allow the enemy to reach your army in 2 turns.
I also didn't like another feature, the fact that studying the perk to enhance primal magic does not affect the power of slowing down. This is, to say the least, strange.
Do you know if the computer uses this a lot in single-player missions?
In fact, you should still go through it. That's my opinion. I'm not imposing it.
That's true, if you don't download maps from the internet.