- by Angelspit
Moderator Kristo updated the instructions for the issues related to Heroes of Might and Magic II and Windows 2000 or XP. They are now based on the new Application Compatibility Toolkit released by Microsoft. If you own a copy of Heroes II, that thread is a must-read.
- by Kalah
Need I say more?
After playing the beta for a while and digesting the impressions, I have written this preview of the game.
If you're curious about the state of it and what it looks like some three months away from its scheduled release in September, have a read and check out those videos I made as well.
Heroes VII Preview
Ever since it was announced, the byline of our forum has been "third time lucky?", referring to this being the third "Heroes" game produced by Ubisoft. The first - Heroes V - had many interesting features, such as an innovative skill system and quite good campaigns, but on the other hand the multiplayer system was rubbish and the high system requirements gave you little value for money. The second - Heroes VI - was terrible in pretty much every way. This, then, is the chance for Ubisoft to get everything right. To stick with a single developer rather than hire and fire them after failing to deliver an all-round solid product. To produce something that will convince the fans that their taking over the franchise is a good thing rather than the abomination some claim and keep claiming.
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- by Kalah
After the proposed system requirements for Heroes VII were published, fans reacted somewhat with disbelief, as they were setting the bar very high for players. Essentially, it seemed like you'd need a very powerful computer to be able to play this game. This upset some people and prompted Celestial Heavens to do a short Q&A about it.
Read the Q&A here
- by Kalah
Stop the presses! Put the TV remote down, tell the wife to be quiet and focus your attention to this screen. Celestial Heavens have just put together our first Q&A with Ubisoft and Limbic about the newly announced Might and Magic: Heroes VII.
Here are some highlights:
- The editors are considered a key part of the game; the team are also planning a campaign editor.
- Uplay is a must, but H7 will have a one-time online activation, no permanent connection is neccessary.
- The battlefield and win conditions will see innovation.
- 7 resources.
- Neutrals are in.
- Rob King and Paul Romero are doing the music.
Go here to read the whole article!
- by Mytical
It is a pleasure to announce that thanks to the sterling work of Mytical, Celestial Heavens now have walkthroughs for the H6 expansion, Shades of darkness.
Available through the walkthroughs link on the top of our main news page, the H6SoD walkthroughs join the rest of the bunch available from the same page. Enjoy!
- by Kalah
We have just completed our second Q&A with the Might & Magic team behind the expansion to Heroes VI, the stand-alone Shades of Darkness. In it, the team explains some of the problems that fans have been experiencing after release, as well as give us a quick look into the future.
The Q&A is also being released on official channels.
- by Kalah
We have released our second Q&A with the dev team of Might & Magic X: Legacy.
The questions were:
- You call this game "Might & Magic X - Legacy". Why have you chosen this name?
- You also call it a "classic" RPG, properly old school. What is a classic RPG to you?
- Does this look like any of the old M&M games and which ones do you think it resembles the most?
- Where does this game fit into the Ashan storyline? Is it a small "side plot" to the bigger story or will it play an important part?
- What will the graphics be like? What kind of engine are you using?
- Will there be "paper dolls"?
- How many developers are actually working on the game?
- Since we are talking about old school fans here and not just an old school game, in what forms will the game be released?
- M&M fans love modding. Will this be possible? What can you tell us about it?
- What about editors? Some fans have expressed concern about the short playing time you have outlined – will it be possible to extend this with user-made maps?
Have fun reading and please ask more questions for the devs - I'll put them on the list so they can be answered in Q&As to come.
- by Kalah
We have released our first Q&A with the dev team of Might & Magic X: Legacy. The questions were:
- What is the estimated release date?
- Is there a multiplayer option and how will it work?
- Will movement be tile based?
- Will there be an online aspect of the game?
- Can you arrange party formations?
- Will the wizards have a magic book? How will learning of spells work?
- How is this RPG different from "Dark Messiah"?
Have fun reading and please feel free to ask more questions!
- by Kalah
I fired off a few questions to Blue Byte, the team currently developing the Heroes Online browser game. Short and sweet, the Q&A contains the first six questions that popped into my head.
Here it is.
Might & Magic: Heroes Online Q&A
I sent over some quick questions to Blue Byte, the developers Heroes Online. If you're not sure what that is, let me tell you: a small, free-to-play browser game designed to give a proper Heroes feel. You can read more in our Heroes Online preview and on the official page.
You can also have a look at this video interview from Electronic Theatre, with Creative Supervisor Doru Apreotesei.
Our first question was when the game will be released. Sadly, it's too soon to say, but the devs are working on a plan for the language versions to get this cleared up in a few days. You can still sign up for the beta, though.
CH: Can you tell us more about the factions? So far there' only Haven and Necro. Which ones will you do next?
Answer: "I'm not going to commit 100% to which faction is next, but... I guess you're all mighty curious to learn what Inferno is doing in Ashan, aren't you?"
CH: Will the creatures and that kind of stuff be the same within the factions as they are in H6?
Answer: "As for the creatures - it's a bit on a case-by-case basis, but generally speaking we're allowing ourselves to not only use H6 creatures for the factions."
CH: How many people are working on the game?
Answer: "More than 50 people are working on the game."
CH: Are there any other online games out there that you have looked at and gained experience from? If so, what things have you learned from seeing how other games have handled things?
Answer: "The team working on MMHO are fans of both Might & Magic: Heroes and of MMOs in general. While we haven’t used any specific game as inspiration – Might and Magic: Heroes being such a unique and iconic experience – it’s been very helpful to have played other online games in order to solve specific challenges that arise whenever a classic formula has to be available to many players at the same time."
CH: Please describe a playsession. How much time can you spend playing and how far can you play in the game?
Answer: "This is largely still to be determined, but the idea is to let players pace themselves as much as possible, and customize their play style to fit their interests and schedules. Skilled players will be able to get farther in shorter amounts of time. As for describing a play session, we hope that there will never be a typical one."
CH: What would it take for you to classify HO as a success?
Answer: "From a Creative/Design point of view, I want people who know and understand Heroes to agree that we’ve gotten as close as possible to opening up the experience to multiple players in a persistent world. That’s the whole point of the project, and if we pull it off, it will hopefully stand as a unique entry in the MMO/Browser space with a lot of staying power. In the process, we will also learn loads of new things about the Heroes formula and what our fans want from the game(s), and this can only be a good thing as we proceed to develop the franchise."
Apparently, Ubi are adjusting their communications policy in an aim to lower the threshold of fan communications; in this case it meant we could do a quick 'draw-'n-shoot' Q&A and my questions were answered rather quickly. Thanks to the devs for taking the time.