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I just don't understand.
Why do people always try to come up with something completely new? Or, in general, why do they add monsters, castles, and other cool stuff from other games, from other fantasy worlds, to Heroes? What's the point of doing that?
If Might and Magic and Heroes of Might and Magic have a very long and captivating shared history, with the same continent, the same heroes, kings, and villains. And even the fifth installment of Heroes was written by the same screenwriter:smile36:
I think that Haven, Bastion, and other fun new factions and castles are, on the one hand, an attempt by people to somehow improve the game. But on the other hand, it's a fatal mistake to introduce such things into Heroes (which hasn't happened yet).
Factions should be based on the history of Might and Magic, on its world. Or, at the very least, be a continuation of the story.
If someone wants to introduce their own new faction into Heroes or a new installment of Might and Magic, they should first work on the old game. In the campaigns, plot, and events, the new faction should be mentioned at least 10 times somewhere, so that players can at least pay some attention to it as part of the history.
Otherwise, if the plot is written from scratch and the faction is added out of nowhere, Heroes fans won't accept it. At first, they'll say, "Cool!" Everyone will look, and so will I. They'll play for a week, until they get bored and that's it. Because there's no connection to the world of Might and Magic.
A couple of years of work, so that players will look at it for a couple of weeks and then say, "The idea for this castle wasn't successful."
The only way for Heroes fans to accept factions that aren't based on the history of Might and Magic is to write an entire campaign for them. And it should be interesting. And in the old history of Might and Magic, find something related to the future factions. And start the story from there.
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There's Might and Magic 6, 7, 8, 9. There are a huge number of creatures with their own abilities. Entire peoples, factions, and forces. You could come up with at least five great castles based on them.
Take Might and Magic 6, 7, the best in the series. The events in 6 take place one or two generations before the events in Heroes 3. And in 7, the story runs parallel to Heroes 3.
NWC took 40% of all the monsters and characters from these games, and that was enough to create Heroes 3. But they didn't transfer the other 60%! And not because it wasn't interesting, but because the 40% was enough for a full-fledged game.
Cult of Baal: in version 6, players went through their strongholds and caused quite a bit of carnage there. But I don't remember them killing the spiritual leader. Take everything that lived in their strongholds, use your brain and imagination, and you have a castle. With a history, with a plot... And you can write almost an entire campaign about its revival.
Some hero sits on his horse in a remote place and goes to revive the cult + take revenge on those who offended them. And off we go...
Bandits: in part 6, they were everywhere, and in 7 and 8, they weren't defeated. If you haven't noticed, they weren't scattered gangs doing whatever they wanted. It was a powerful organization, and it still is. And all their hideouts were connected to each other. Moreover, the further you go, the cooler the bandits become.
Rengarian Pirates: from part 8. You can combine them with the bandits from previous parts and come up with a plot about how their leaders had tea together and shared the loot.
Here, too, you can write part of the campaign, not to mention the castles.
Although you can also make bandits neutral monsters. But I think a castle would be more interesting.
Kriganes: and not just demons, but also those who served them. There's no need to think about the plot here. Their exploits were mentioned in many parts of Might and Magic.
Creatures of the Destroyer: you can add them as neutral monsters. And everyone already knows where they come from.
And from part 9... Even though the plot wasn't very good, look at the huge number of creatures.
Why invent units from other games?
Why didn't the idea of four heroes work out? Because they deviated from the storyline. And they added fantasy from other games and books.
In part 5, they more or less stick to it.
I think that if Ubisoft changes its screenwriter and writes a new version of Heroes, where they combine everything best from Might and Magic, then a revival will begin.
But right now, they're only keeping people interested by actively writing patches. They make one campaign, then another. One update, then another. But novelty is a powerful thing.
I want to see what will happen when all the ideas for patches for Heroes 5 run out. And they don't add anything for at least six months. I doubt that anyone will remain who won't go back to Heroes 2 or 3, written by NWC, or just give up on the game altogether.
Well, of course, a small group of fans who will stick with it to the end will be found for any game.
Moreover, if they start by playing Heroes 4 or 5, without having seen everything that came before, then they won't even want to delve into the meaning of the others. They'll think it's ugly and so on. That's what people often do now.
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For example, I'll write about the Cult of Baal. There's a history, and many people have heard of it. And everyone loved to kill them there, so they'll love to kill them here too.
Cult of Baal
You don't even need to come up with the castle interface. It already exists. Just improve the graphics, and that's it. How the monsters walk, fight, shoot, and cast spells is also ready. Just improve the quality, and that's it. And a little imagination for a surprise.
1st level - followers of Baal (and senior followers, I don't remember what they were called) and you don't need to come up with their appearance. It already exists. And everyone who has seen them likes it.
2nd level - Cobra snakes. There were so many of them crawling around in their strongholds.
3rd level - large, dark, summoned skeletons. Or come up with something related to necromancy, since the followers of Baal liked to indulge in it.
4th level - Baal mystics. Graphically, to make them different from the followers, dress them up a little, give them cooler staffs, and it will be beautiful and successful.
5th level - I don't remember who was there anymore. I played it five years ago. Although, for novelty, you can come up with someone.
6th level - priests of Baal (or whatever they were called).
7th level - the same as with the 5th. Come up with something mystical related to their cult, and it just begs to be done. But first, I need to see if I forgot anyone from their movement. Otherwise, I'll come up with something new, and it will be a pity for the creature that I forgot.
Before criticizing everything I said, look at the topics about Might and Magic. They left only the best memories for everyone who played them. Read what people write there. (except for those people who have been morally corrupted by modern games and value everything by the size of the game, graphics, simplicity, and speed of completion).
I don't think anyone would be upset if the history of Might and Magic were revived and continued in new castles and campaigns with the old friends-characters that were forgotten.
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P.S.: Oh, I got carried away with philosophizing.
Although... It was time to say what I think and suggest.
I'm waiting for criticism from those... who are fans of Heroes 4 and 5 and don't like Might and Magic at all

