- Is this game just Heroes 3 in 3D?
No, this is Heroes of Might and Magic V in 3D. Now, this is a tough
question. The fan community is clearly divided between Heroes 3 and Heroes 4.
Both games have good ideas, and neither completely takes the lead over the
other.
Early in the production we discussed where we wanted to go with the gameplay. We
looked at how things were handled in previous games to see if there was a way to
make it more interesting and if there was room for improvement.
In many cases—like with 3D, towns, world, scenario, campaign, and others, we
made huge improvements for the new game. In other cases, the debate raged for a
long time before we reached a solution that was balanced and understandable. For
instance, we were faced with the question of “to be or to not to be on the
battlefield” for heroes, so we designed an intermediate solution where they can
enter the field to do specific actions. We also added some new elements, of
course. Most of them will be optional so you can play the game the way you like.
Battles, for instance, can be played in turn-based or in dynamic mode. There are
also many small elements in battles that will increase the tactical choices. In
other areas, we stayed true to the tradition: stacks, resources, turn structure,
etc…
Finally, in the great realm of multiplayer gameplay, there will be a lot of new
features. There is a mode where you will be able to play, even when it’s not
your turn to play! This is a revolutionary mode for turn-based games. So, all in
all, I believe we are making a real step forward.
- Why this particular graphical design?
We want to update the look of the series, while keeping the core principles
of its rules. The game must be recognized as a Heroes game at first look. We
wanted create a lively world with many details and for it to have a medieval
flavor, with bright colors, shiny items, bold heroes, fearless units, and
impressive towns. The look of the game is inspired by many modern sources, from
all parts of the world. These sources have been used and adapted by artists to
create a more epic version of the previous games.
- Why are heroes out of the battlefield?
This is one of the most difficult decisions we had to make on the gameplay.
Heroes 4 proposed a new take on heroes by including them in the battles. This
created new possibilities: More than one hero could be in an army, an army could
be without a hero, an army could be made of heroes without any creature.
This was a bold step that also created an imbalance: fresh heroes were poor
beings to protect, while stronger ones could wipe out whole armies by
themselves. Unless the growth of heroes’ power was removed, this could not be
balanced. But it was a great idea, and we looked for ways to stay close to it.
Believe me, many options were considered, and we agreed that the current one
fulfilled all criteria. It is a mix of both versions that can be tuned and
balanced, it allows the hero to act on the battlefield, gives out new options
with the hero growth and allows different actions for different factions. That
solution means that heroes, although having the ability to fight on the
battlefield, are mostly commanders: They need an army at all times, and an army
needs a commander in the same way.
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