Heroes of Might & Magic Heroes VII Download
Might & Magic Heroes VII is something that lovers of turn-based strategies can get in 2015. Heroes of Might & Magic celebrates two decades of existence this year. After the game, the game was effectively unheard of, things started to improve after fourteen days and two patch. The introductory synhematic shows the frozen 3D models of Duke Ivan Griffin and his advisers around which the camera moves while listening to the narration.
During the narration campaign, it often takes place over slides with black and white sketches of events and protagonists. The game campaign is still technically located in the prequel period before the epic events of Hero V and focuses on Duke Ivan Griffin who after the assassination of the Holy Emperor Falcon Empire decides to be on his own and will not allow himself to be bent down to “less valuable From yourself.”
Ivan’s campaign extends to three maps. Luckily there are John’s advisers, originating from the five other factions of Ashan who will talk to him about the glorious historical battles of his people before he engages in battle. Since each of these campaigns does not deal with terrestrial political issues than heroic battles for the survival of species or the preservation of kingdoms, each leaves a much more complete impression than the “main”, or final Ivan’s campaign that becomes available to you after completing all “advisory”.
There are Haven with distinctive human units, from the knight to the inquisitor and the angel. The Academy is characterized by minimal changes to the classical magic setting, such as fire cabries as a base unit and powerful arcane eagles standing on top of the scale with inevitable titans. Changes in the setting of the Necropolis are almost exclusively cosmetic.
Dungeon combines the influence of the last two parts where this city was home to the dark elves with traditions of HoMM III, and there are also troglodytes, Minotaur, jellyfish and hydra. Of course, the obligatory black dragon is still in this city. The Elven Sylvan faction gives us druids, shooters and blade dancers, as well as drijade, treasure and green dragons.
Each unit is characterized by additional skills that are in conjunction with skills typical of the heroes of a given city. It is the RPG component of the game and the development of the hero that aspect where you can see that the designers from Limb still regard Heroes VII with love and due respect. Each city now effectively has six unique classes of heroes, three might and three magic, so the total number of classes in the game is thirty-six.
The progress of the hero is superbly reviewed with ten available skills and dozens of associated perks placed on concentric rings, so that you are constantly referred to by which improvements you are progressing and which final class you want to achieve. Access with 3D animated cities and relatively non-transparent submenus is abandoned.
Might & Magic Heroes VII has a 2D view made with a clear menu where you’ve been presented with the whole technological tree of the city from the beginning with clear indications of what you need to build at a given moment in order to have a building you want to build for a number of days.
The interface continues to evolve the one from the fifth and the sixth sections, with units placed on the action bar in accordance with their initiative and order of operation. The mechanic itself is, almost identical to that of the Sixth. The view is fixed to a 3D battle field with a square base with occasional automatic zoom.
Might & Magic Heroes VII is waiting for a solid platform for a month-long casual enjoyment. The map creation editor has been brought into the operational state by the first patch, and while waiting for new updates to the fan community, it already creates new maps and campaigns, which means that the future is still bright.
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