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Well, the seventh installment has its share of problems, but to be fair, it's not all that bad.
1) Resemblance to H6. Well, how should I put it... M&M X was basically a copy of the sixth game. But what about Heroes 7? Is it because of the 3D landscape? Should it be flat? The models, heroes, and units look completely different; the overall atmosphere is different. There are no silly blur effects or other nonsense. They tried to import vampires and liches from the previous game, but the fans revolted and stopped them, so it didn't happen. So, honestly, I don't see any copies.
2) Decent castles... I'll say this: it can't be worse than in the sixth game, IMHO. Here, the global map is quite atmospheric. The town screen... well, it could be better, yes. But that's just a problem with the 2D screen, which doesn't quite harmonize with a full-fledged 3D game by default. Still, you can see that they tried to make the most of it...
3) Well, the icons are dull, yes. As I've said several times, they have problems with the interface...
4) Nothing is hindering us. Yes, there are certain limitations on leveling up, but there's no randomness, and the variability is quite high.
5) I didn't notice. Maybe. Still, it's the interface... It seems like there's a separate department responsible for the interface, and it's the least productive )
6) Compare the maps from the sixth and seventh games and see that there are no such huge empty spaces in the seventh. Here, the distribution of objects on the map is more like the fifth game (although the density is perhaps higher in the third).
7) There are various tricky governor skills that raise morale in territories near the castle. But there are no controlled territories a-la 7, if I'm not mistaken. That is, it's now a tactical bonus, not a strategic one; mines are controlled by whoever captures them.
8) Well, it's more about quality than quantity. In the sixth game, it wasn't about the fact that there were only 5 factions, but about the fact that it was only interesting to play with one or two. Plus, the factions often had overlapping tactics (remember that terrible healing spell? In the end, the tactic for any faction was to learn healing and go punish the neutrals without losses, which killed the gameplay).
9) Well, I partially agree with the statement about Ubisoft. They only depend on a certain part of the development, of course, but they are far from the best publisher for the series. They are careless about their work. Maybe they consider the series a second-rate direction; I don't know. But let's see. It's important that they sometimes manage to find a good developer (for example, Nival. Or the guys who made CoH). And the developer is, in my humble opinion, more important than the publisher...
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The pricing policy is correct, of course... But to be fair, everyone is doing this now. Just think about the latest space-themed Civilization, or Pillars of Eternity with its "Long live the nineties!" graphics, priced at $45 (I don't remember how much it is in rubles). It's just the way things are now