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The M&M installment with the best storyline.Auto-translated
There are no polls yet... but I will vote for:
Might and Magic VI - It's interesting to continue playing, all the quests are well-thought-out.
Might and Magic VII - Quests in the style of "stealth" have appeared - Giant's Castle, Nighon's Caves.
Might and Magic VIII - Geographical quests, the Dimension is beautiful.
Без пафоса и найденых через поисковик цитат: Ухахахахаха...:smile40:
I like parts 6 and 7. In part 8, I was simply annoyed by the Conflux, and the number of classes decreased by 2-3 times. Also, nothing was known about the races in that game, like the TEs and TGs, but suddenly they existed, and then there's Krhl Khigot... if before he was like a paladin, now I feel more disgust towards him than before because of killing dragons.
But why should the connection to other parts of the series be evaluated as the interestingness of the plot? You can introduce new races and create an interesting game with a well-thought-out plot, or you can change nothing, but the plot will be weak, despite adhering to traditions. In my opinion, M&M8 didn't have an interesting, intriguing plot or a well-developed universe (compared to the 6th installment!:smile18:), and the validity of introducing new races is a secondary matter.
Slohnish, I agree about Might and Magic VIII; I personally am already tired of the elemental invasions, and there aren't any particularly memorable characters... except for Sandro, and even he doesn't say much or participate much...
Actually, the main intrigue in M&M8 lies not in the elemental invasion, but in the Escaton and its demise. This could have been a prelude to an interesting turn in the M&M universe. If it weren't for 3DO's absurd idea about the Reckoning.
I don't know, this story didn't impress me at all. But M&M6 was something else – an incredible number of quests, complex relationships between the characters of Enroth, and the cult of Baa, which spreads like a cancerous tumor, with ordinary peasants speaking of it with enthusiasm, while those in power express well-founded concern... It's like a circus you chase after, like a child chasing a coveted toy – and it's unclear why, but you WANT to!:smile05: A "walk" through the islands around Mist is something you can't forget. The Fortress of Silver Helmets, full of fierce knights and priest-assassins... The Castle of Alamos, after which you feel like a fresh breeze is blowing on your face – you can hardly believe you've made it through that damned labyrinth! Secrets everywhere, hidden levers in chairs, narrow corridors leading to another level of the dungeon, tiles you shouldn't step on, and tiles you absolutely must step on! And those terrifying, gold-plated cuisinart-like creatures? When one of them appears around the corner, you're practically having a heart attack...:eek: The Tomb of Varn is something incredible, simply "A Visit to a Fairy Tale," honestly!:rolleyes:
Well, and M&M7, of course, was great because you lived in a world that everyone already knew from HoMM3. What a pleasure it was to walk around Stedwick and have a beer in the tavern of the city that you personally won back from General Kendall!:smile40: And, of course, to kiss the hand... pardon, to kneel before Catherine, Katya, the sweet girl in the chainmail bustier from Paco Rabanne (and the plate leggings and panties from the HoMM3 intro? Give me two!:smile40:). In general, the similarity between the monsters in 7 and the monsters in the 3rd Heroes was a winning move. I simply physically enjoyed the opportunity to lead a stack of 70 crusaders into battle one day, and the next day fight face-to-face with the guards of Markham's estate, the same crusaders!:smile03:
In general... in general, it was a wonderful time...:rolleyes:
By the way, there's something that doesn't quite match up; in Might and Magic VII, goblins look almost normal, but in Heroes of Might and Magic III, I won't even comment...
And the Tomb of Varn is directly connected to the creators of the Enclave. In general, Might and Magic 8 is the most dramatic part of the Might and Magic series.
The best storyline is in World of Xeen! (Might and Magic 4-5)
In what other game did you have to... uh... unite two parts of the world into one? :) In terms of gameplay, it was ahead of many competitors for its time!
And among the "modern" installments, I consider the 7th part to be the best. "How greed turns people/elves/dwarves/goblins into pawns in the game of the Great Ones." I've played it about ten times with different parties and for different factions. We don't often get the opportunity in games to make choices that have such a global impact on the further course of events and on the fate of the characters! :cool:
The sixth part is painfully boring and lacking in variety. Disproportionately large dungeons, hordes of monsters wandering around the cities, overfed worker-peasant faces of the heroes... In general, it has many small flaws that spoil my impression. The last time I played it was in 9th grade.
The eighth part is neither fish nor fowl. They overdid it with the plot, and with the difficulty as well. The game can be completed with a dragon without much effort. But without a dragon, it becomes very difficult. The large number of bland NPCs, most of whom are completely unnecessary, also makes you wonder about the perfection of this game.