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The graphics are worse than in the sixth installment. On the first launch, I couldn't make out anything on the world map, but they added object highlighting, so thanks for that. The city screens look awful and blurry (like the 3D graphics), as if it were some browser game. Moreover, it's almost impossible to distinguish the buildings from each other, but this is a problem with all "Heroes" games starting with the fifth installment. The interface is not functional and is so minimalist that, for example, it's impossible to view the abilities of units outside of battle, as well as their models. At the same time, the interface design is full of various stripes, engravings, and circles, as if it's beautifully made. The building screen in the city is absolutely terrible; fifty yellow/gray/green squares with building images look the same (because that's the design of the buildings), and the construction chains branch out and overlap each other.
The unit design is completely childish - hoods, knives, spikes, golden crosses, and so on; in general, there have been no changes since the sixth installment. At the same time, it's impossible to distinguish all of this in battle because everything merges into a mess at a distance. So, it's better to admire the beautiful unit artwork on the internet - you won't see that in the game.
Upgrading a building for each unit doubles its growth rate, and there are also separate buildings to increase it. It's not entirely clear why all this is needed because you're unlikely to earn enough money to buy everything and build everything. The Capitol gives two thousand per day; the tier-three units can clap their hands - its construction has lost all meaning. The same goes for the Castle, which doesn't give anything, but at least it's been moved to a separate branch. Instead, it's suggested that you run around the map every week and farm resources from mills, which give more resources for repeated visits.
More than half of the units are dummies, differing from each other by one and a half stats and having one or two abilities. This wouldn't be so bad if the set of these abilities wasn't very meager - protection from certain spells, immunity to slow, and so on. A separate game design find: three out of four archers available in the beta version of the Castle have the same ability, "shoot in a line," only with different names and icons.
The division of units into tiers (core-elite-champion) turned out to be not quite as it seemed at first glance. Unlike the sixth installment, units of the same tier have a difference in stats, although it is expressed in the fact that, for example, one unit has 10 health instead of 20, which, in turn, is compensated by a twice smaller growth rate.
There is no balance at all - I reached level two, activated a level-two spell in the guild - a unit buff that causes it to deal an additional 300 damage with each hit, and I rolled over the map. I went for a dungeon, took a hero with a "ballista," reached level three, and the ballista shoots three times for 300 damage and applies poison, and I rolled over all the deadly enemies.
At the same time, I didn't like the guild of mages at all - it gives a set of spells from all elements, but you can only learn what you have upgraded for the hero, so if you're lucky, you get an overpowered spell and abuse it. If not, you have to be content with situational garbage, and 90% of the assortment from other elements is unavailable.
You can choose the upgrade path as in the sixth installment - upgrade what you want, or as in the old parts - random. The second option is more fun. There is also no balance in the skills; there are many situational and useless skills, instead of which you can take overpowered abilities, and this does not affect the upgrade in any way. There are many complex and not very useful combinations, such as shooting a hero at a unit, applying a status effect that causes it to lose some stat, and if your units hit it, they get a buff, and it gets a debuff, and so on.
Half of the artifacts I found were part of various sets, and the number of items in complete sets reaches ten - that's ridiculous.
Of the things I liked:
- flanking (a nice feature, but not that great in practice. When precise positioning is needed, you won't try to get behind the enemy. It's just as situational as the "combinations" with hero attacks mentioned above);
- the ability to capture any mine outside of your control zone (wow, after twenty years, they returned to the level of 1995, although the control zone itself has not been abolished);
- they brought back the ballista and the first aid tent;
- buildings on the map that buff morale/luck/etc. give a bonus not for one, but for three battles.
I can't think of anything else. In general, it's probably more interesting than the bland sixth installment, but I doubt that in a month they will be able to create a normal interface, rebalance the game, improve the graphics to an acceptable level, and optimize the duration of the computer's turns.
tl;dr - a mod for the sixth "Heroes" game by Vasya from 7-A.