

“The variety involved was enough to keep me interested for the roughly 50-hour campaign, and while the ground troops sometimes share abilities among factions, the settings and model designs are usually enough to grant each faction its own personality. (Be warned, though: there is no Inferno or dwarven faction here.) In one, you'll trot over desert wastes with the orcs of the Stronghold in other, you might ride unicorns through the leafy glades of an elven forest. Still, the structure of flashing back to legends of heroic deeds as a framing device for each of the seven four-part campaigns is a smart concept in some respects for the actual gameplay, as it allows us to play all of the self-contained faction storylines without suffering through rehashed lore as a result of playing the same tale from different sides. If it's meant to be artistic, it fails horribly, and it doesn't help that the overarching plot is essentially about a guy who's worried that he can't do his job. Their mouths and bodies never move, and the whole effect reminds me of those creepy exhibits at museums where little lights appear over wax effigies of historical figures as they speak. The 3D character models simply sit dead still around the table like lifeless mannequins, and the camera shifts to each of them when it's their turn to speak. “This tendency carries over into the main story as well, which centers on Griffin and the leaders of the six factions chatting it up around a table as though this was the war room in Dragon Age: Inquisition. At one point, in fact, I found myself looking up a wiki from a previous Heroes game to gain some insight into MMH7's gameplay.
#HOMM VII RESOURES SERIES#
It's almost as though there's an assumption in play here that new players who've never tried the series wouldn't be interested. MMH7 was clearly designed as a fan's game, but in this regard Limbic pushes the concept to a fault.
#HOMM VII RESOURES MANUAL#
By far the most annoying one was the way clicking on one part of the map would sometimes send my hero right where I wanted them to go, but for the next turn I'd have to click multiple times to get them to move.The biggest problem is that there's a lot of nuance interwoven through the gameplay's fabric that goes unexplained, such as stacking a bunch of weaker ranged troops together to make a formidable force or how turns are limited by abstract increments known as "days" and "weeks." No tutorials introduce those ideas, and with no significant formal manual and much of the interface lacking tooltips, there’s a lot of potential to confuse rookies that could’ve easily been avoided. “It all works well enough, save for several bugs, such as heroes vanishing into towns never to return, or a camera that seems to have a mind of its own, and performance issues that sometimes seem to stem from running Ubisoft’s Uplay overlay at the same time as Steam’s, and sometimes are unrelated. MMH7 simplifies the business of hero progression as well, while still providing many options, chiefly through the introduction of a skill wheel that lets you put points in everything from Leadership for troop boosts to bonuses for actual combat attacks. They're drab at first, but rather impressive to behold once everything's in place.
#HOMM VII RESOURES UPGRADE#
Gone, for instance, are the 3D towns in their place, Limbic introduces 2D town maps where you can create and upgrade new troops and buildings through an intuitive progression tree. There's also a drive for simplification at work here - one that's aimed at bringing the series back to its roots and stripping away the chaff that's worked its way in since the late '90s. It's a shame, then, that Limbic's efforts at prettifying the world and characters sometimes backfire, as in the ways that the seven resources (like wood and ore) sometimes get lost in the busy details of the otherwise-attractive maps. “The few other additions to the old formula chiefly amount to eye candy, as in the dynamic events that sometimes pop up on the overworld map, such as when an ogre smashes a key bridge in two with a boulder.
