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Might & Magic Heroes VII


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Platform: PC

Available in: Shops and Digital Download / Buy Game

Developer: Black Hole Games

Distributor: Ubisoft

Genre: RPG, turn-based combat (Fantasy)

Players: 1-8 (Competitive: Yes, online and local / Cooperative: Yes, online and local)

Duration: 60-80 hours (minimum)

Language: Texts in Spanish and English voices

Released: September 29, 2015 (Pegi: +12)


 

May be that after two decades making war costs a lot more to surprise the usual, but even having enjoyed this Might & Magic Heroes VII, we miss some of that "magic" or special touch that made the first deliveries only series. There are great successes in the work, so go ahead, but also some drawbacks that overshadow the final result. Especially with regard to the pace of the action. It is painfully slow at peak times of the game. And we do not mean merely to wait long to move tab rivals that good, after all it is usual in the genre. But rather extreme restrictions imposed on the po[CENSORED]tion growth in the cities, forcing you to go and spend shifts to complete a week to increase "another little bit more" the number of troops under your command.

 

Also the design of missions, although it is not original, get trap by challenging challenges: completing certain tasks within a limited time, arm themselves before the arrival of a great army, to go in search of treasure, destroy the strongholds of the rival ... shift after shift, game Limbic Entertainment gets what few do, which is hooked to its strategic action without the passing of the hours the least amount. The appeal of the argument, insist, it helps; but above all we are left with the improvement experienced by battles with adding more tactical options.

 

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Hedges become more important than in the previous chapter, rewarding those players who can distribute on board his troops, at the same time opposing flank before beating them allow us to cause more damage than usual. The fighting is therefore less static. Move head leveraging the characteristics of each board will be a constant, just as new spells and special abilities of the troops delve into these new tactical options. The downside is that the artificial intelligence of the enemies is not particularly good.

 

 

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In this sense the design of maps is fairly good. They come in all types: large, small, with underground levels, with snowy regions, sand, forested; with lots of alternative roads, mines, treasures, dangerous enemies protecting valuable artifacts ... and all designed with intelligence and strategic move by encouraging the armies fight over certain areas of power that guarantee a high tactical value. Also back are the caravans, with which you can send resources to allies or troops from any of our castles. Although the management of these "business" is not as intuitive as one would expect with such a veteran saga. Neither design menus to control the cities is a show of good taste. They are clear and easy to navigate between them once you've done with the system, but perhaps Limbic Entertainment should have opted for a more artistic style and not as simpleton. Such as having less background beautiful cities, recreated on this occasion with a 2D image with light animations. There will be who does not like but its design is spectacular.

 

No less important are also the extensive customization options of heroes, both in terms of equipment and in regard to their physical attributes, which we will promote through a wheel of skills with nearly 20 categories to improve. Exploration, diplomacy, physical strength, government cities, magical attributes, specialization in certain elements ... in July Heroes are free to make our unique warrior avatar based on our choices. It is true that the system has been removed reputation of its predecessor, but neither is missing when so many options to discover. No wonder, only in matters of sorcery have more than 70 magic spells. That is not bad.

 

The election of the six factions at stake is one of the great successes of the work. Sanctuary, Academy, Necropolis, Silvan, Bastion and Dungeon. Each in its style, is a great pleasure to explore and deepen all the particularities of these armies to regain mythical units without which there would be the same, but also added new ones that work really well. It is difficult to say at this point whether the six armies are perfectly balanced in terms of power, but the feelings are positive about it. We have not found with large imbalances and in the end everything depends on the player and how to exploit the advantages of their faction. There is no shortage neutral units, we find in our travels we can add them to the army if we believe can help us win.

 

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