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Might and Magic X - The End (Part 4)

by valorianendymion

And it all make sense…

You must likely hear the news about that Arthurian inspired game being cancelled on Ubisoft and Hascoet hate for fantasy, which make sense of the way Ubisoft treat Might and Magic franchise.

Might and Magic X, almost didn’t happen, because, from what I heard and could understand, Ubisoft had no interest and the developers and Limbic had to fight get it done and in a way was almost a hobby project from them and there are signs of this struggle in the game itself in at least two ways, but don’t worry, we will talk about it. Despite giving the greenlight, Ubisoft, begin Ubisoft, pulls the plug and cut support to the game just one year after its release.

The point is: Might and Magic X is a very good game with some issues which I cover in this article. But in the end it does gives the series a better closure.

Nature of the World

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Might and Magic 10 world is a throwback to the earlier games (and also to Grimrock) begin a grid base game. However, while earlier games the world space was represented by several maps side by side, in MM10 you have a single large map divided in areas, with no loading between them. Only dungeons, caves and cities exist in separated maps needing some loading.

In comparison to previous games, the world does feel more small and sort linear, meaning you have areas feel more limited to explore, either by geography or enemies acting as gates or until you got access to some special abilities later on. Because, instead of having spell such as Fly, Walk on Water or Teleportation, the closest thing you got is the Elemental Forge quest which give you certain blessing which allow you to reach certain areas. However, even these areas feel limited, as example: the blessing which allow you to walk over water only works in a handful of spaces. Later, the blessing of air, allow you only to use certain teleports spread around the map. While the blessing of earth, just remove some natural barriers.

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While the word is grid based, the game itself is full 3D, meaning that trees, mountains, objects aren't sprites, but full 3d objects, something which extend even to enemies, which often are reused models form the Heroes games. What really is going on, is that you have a standard 3d world, but your movement is limited by a grid, something which show the limitations of Unity at certain points (we talk about this later), but it also works since the developers managed to produced very good light effects.

Now the abstraction of space still present, often a city still represented by a single square in the open world map, meaning you sort have a light clash between things being represented in literal fashion (as 3D objects) and other begin abstractions, such as cities begin a single square in open world map (or slight more, like Karthal).

The world only feature a handful of cities: Sorgipal, Seaheaven, Karthal and Crag. Because it small world they very closed together, but like I said earlier, you can't access them, until certain moments in the main quest, due either enemies begin too powerful and fast travel being locked until a certain condition.

All this “gates” (geography, enemies and so on) often cause that skills trainers are often locked behind something which you can't reach. Something which extend even to promotion quests, some of them you cannot complete until almost the end of the game, like the Archmage quest, where in one hand you need to find the npc which give the quest and in the other reach the place where the quest will happen, both of them only happen very late.

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Sometimes the game want you to go certain places instead of others, like once you explore enough and can see Karthal in distance, you might think of going there. However, the game sort want instead you go to Crag, which is eastern side, something you might don't know, given that I think no one ever says where Crag is.

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Trying to go Karthal, like I tried to do, might mean facing monsters which are too powerful for you, because you can't walk much around outside due the lots of Black Guards around it and even taking the sewer route mean facing annoying Face Huggers. But, if you just keep going east, you soon notice the enemies are a lot weaker.

I noticed this also while exploring the Lost City, a place which you return a lot. The first time is defeating an enemy there, later for finding the Elemental Shards, used to visit certain places in the Elemental Forge. For some reason, battles in the third level of the Lost City are much harder that the ones on the fourth level, the one where you meant to go (since is there you find one of the Elemental Shards), enough to sort make look like you aren't meant to be there right now.

Moving from this let’s talk about the interior spaces such as the dungeons and cities. Beginning with later: they are overall very good, Karthal is a bit to big and the slum section is unnecessary complicated to navigate, but that is minor stuff. The dungeon design is also very good even featuring some puzzle based dungeons in a shout out to previous games.

Ruleset

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While the game itself is a throw back to the early titles, most of it ruleset share most of the mechanics and terms from Heroes of Might and Magic game published under Ubisoft, while sort trying to be similar to the M&M in the NWC era. In a nutshell, this mean you have general frame similar to MM 6–8, specially with the skills and how the upgrade and you even have a class promotion (sort of, but it not the same thing), but statistics/terms/themes large came from HOMM 5–7.

This however, can lead to lots of confusion, since many times descriptive text on a skill or spell might not exactly work how you expect due terms from HOMM 6–7 being kind vague, so you end with stuff such as “Destiny” as a main attribute, a skill called “Warfare” or “Magical Focus”, “Arcane Discipline” which function is not immediately clear.

When a skill is upgraded from one level to another, they gain a perk or something, however, many times these gains are often minimal in comparison to previous games.

Promotions are back, but they don't change your maximum skill level. What they do is give you access to one of more special skills, some are quite useful like Druid Elder’s Nurture (which is improved version of the regeneration spell) or one of the Paladin’s skill: Lay of Hands (a healing spell which heal the whole party). Also, the promotion quest are mixed bag, some of them are very easy, such as the Druid Elder, others might be locked behind certain moments in the game, like the Archmage, since it is unlikely you can reach their spots until much later on.

But where some confusion might reign in how the game split the races and classes during character creation and how it spread the skills and their maximum levels, meaning their roles often might not be what you expect.

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The problem is also that the UI during character creation, while tell you the maximum level a class can reach in skill does not tell that this means really, so someone might reach Grandmaster in Magic Focus or Fire, but it does not tell you what they gain or each level or what spells are there.

In a quick glance you might see that you can choose between Humans, Elves, Dwarves and Orcs, which so far is kind straightforward, all of them have a special trait or ability. Now each race have three classes they can choose, so Humans can be either Mercenaries, Crusaders or Freemages, Elves could be Blade Dancers, Rangers and Druids, Dwarves can be Defenders, Scouts or Rune Priests, while Orcs could be Barbarians, Hunters or Shamans. And over all their roles are quite clear, however…

Sometimes things can get a bit confusing, you might think the Mercenary is a fighter, right? Except that looking at his skill distributions are a bit strange, you might notice, that Mercenaries can't reach Grand Master in any weapon skill! In fact the skills they can reach GM is, Dodge, Medium Armor and Warfare, so you maybe think he isn't a good fighter at all. However, this is enough to make him a very good damage dealer. In my game, the Mercenary was the character which dealt most damage, even more that the Paladin, which could reach Grand Master in Sword.

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Why? I am not 100% sure, maybe because mercenary don't have many skills to spend, they can reach their maximum level in them way faster or simple improving skills to Grandmaster maybe don't improve that much. Also, he could combine a weapon skills with either Dual Wield of Two Handed skills (in case was Two Handed). Other class might not be able to do the same thing, due to many skills to spend on.

Then you give a quick glance at the Rune Priest, and think is your typical cleric, expect, from what I heard this class is a damage dealer and one of the best, because also he gains some very good special ability later on and plus they reach GM in Fire, Earth and Light.

The Freemage, is the trickiest one, since by all standards, is the magic user, you might be surprised that he can't access Grandmaster in certain magic schools, such as Fire, instead he mainly had Primal and Dark. Becaus he is mostly a debuffer (which is the main effect of Primal and Dark spells), however he is also useless during boss battles, why? Because all bosses are immune to almost all debuffs.

Some times classes get access to stuff which most don't make sense use it at all, either skills a such low level such as Mercenaries which can learn Air Magic and even Arcane Discipline at such basic level, which make almost no sense to use it. Other times, you might be unaware, that Magic Focus is one of the most vital skills, since it powers up even more your spells, however to access it, your character instead of normal weapon, will hold an orb or a staff so spending point in weapon skills for magic user is sort useless.

Spells in the game feel strange: buffs have weirdly short durations, making them feel useless and too trick to use, since you might have waste several turns recasting them, due the short duration. In fact, you might cast a buff spell before a combat only to it end soon as you make contact with the enemy. Other spell feel so vital, specially Regeneration, that you sort wonder how to play without it, or even is upgrade version, Nurture, which only Druid Elders can use.

Damage spells often feel unreliable, many enemies will have high resistance to almost all times of magic, bosses, like I said are immune to all debuffs and have even higher levels of magic resistance. Even when you pile up bonus to your skills, spells either fail or do little damage. To be fair, in my game I noticed something curious, whenever I cast Thunderstorm and then cast Chain Lighting, somehow the damage was absurdly good. And to make things confusing, my level in Magic Focus wasn't that high.

No Room to Maneuver

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Like MM3–8, Legacy have only a fixed number of enemies spread around the map, they don't appear respawn, meaning your XP source from them is limited. Quests are in small quantities and often yield only small amounts of XP and often can be only completed when you reach certain points of the game, like the Tea quest, which you likely complete only very late, since it need you to travel to different places.

Many times, spells which should help you deal with the massed combat, have this strange punitive design, where enemies killed by them yield no XP, reducing something which is already in shortage.

This has two main effect on the game, first you likely only level up at certain points, which you don't have much control or know when. Also you cannot grind or even go elsewhere, so if you get stuck in something you have no option but press forward, if you make any mistake during point distribution, your only option is also go forward, until the gain another level. So to say, you often have no room to maneuver.

The second effect is that since you have no control when you level up, you have to be extra careful with how you spend skills points. You mostly like need to spend as most you can to reach new mastery levels as soon possible, specially later on, since the final level of mastery require lots of points, and only putting a few points each level might mean take forever until you can reach the mastery level.

To make thing slight more complicated, you often have more skills than points and you need to know very well what you are doing, as example: magic users often not only have to improve their magic skills, they also need to spend points in Magic Focus. But your points are limited and spending in anything is risking not being able to level up something else. While this might give an illusion of a strategic choice, what happen is that you can't really experiment much with the system.

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This is happens to a point, that you might only reach Grandmaster level in certain skills by time the game end, in my case, the paladin in my party only reached Grandmaster in Sword, by the end of both the DLC after the main game.

Another XP related issue, but minor, is the Relics, these are special magic items, which gain levels when you use them (up to four levels), there is a couple of problems: first, you don't know what exactly a relic gain in each level, second, some of them are not every useful at all.

Third many of them are either hidden in the “Dangerous Cave” dungeons, which require you to fight a boss, something which is hard to know when exactly you should do, so you might forget about these caves until much later, or by doing a handful of quests.

Fourth, to gain XP you need to have the relic equipped, now you often find Relic you can't use, because you don't have skills and can't afford to spend on it, in my game, I found lots of spears, maces and axes relics, which none of my character could use. For some reason, either I missed, or there isn't a two handed sword relic, so my Mercenary was stuck using the same sword he got in Seaheaven for most of the game.

Another strange issue, that somewhat could happen back in Xeen, is that due enemies not respawning and you have almost no other way to get resources, you can run out of gold and potions and get even more stuck, however this is difficult to happen, but not impossible, during my play through, there was a one or two moments, where this was close to happen, but didn't and later on, there was enough gold to buy potions with no limits.

There is a couple of stuff you can do like hire a hireling which give you extra XP early as possible, but that it.

Rule of Engagement

There are two elements of the combat I wish to analyze, how movement works and how combat itself works. Let’s begin with the first:

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Combat in MM10 is very similar to Xeen, as enemies wander around the map, however — unlike Xeen or later games, once you enter in reach, you and the enemy are locked, you can't escape or disengage in any way, there is no spell for fleeing combat either. This mean exploration mean risking enter in combat with monsters too powerful for your level which you can't do anything except die.

You can only move around in combat at the start of the turn before any of character do anything, but is a movement of a single grid only. However, since enemies often close around you or fire at you from distance, it is hard to move around or even reposition yourself around, since either they are closing in or you are taking free hits. Most times the ideal is just stand still or try to find a corner and stay there.

The game also loves to spawn enemies around you in a really frustrating way, as you might be doing something such as open a box or flip a switch and find yourself surrounded by enemies on all sides often overwhelming you, since is almost impossible to move way or reposition and you likely take several hits from all sides.

While there is an element which the game features of pushing or pulling enemies (or enemies doing this to your party), where certain spell and abilities can push or pull. But outside an initial boss, which you face on the top of tower, where you need to watch out, or he will cause your party to fall off, this is often not explored much. Also, many of the abilities and spell which can pull or push are often the last level of mastery of skills which you likely only unlock by the end of the game.

Sometimes enemies teleport around during combat, which is often quite annoying, since you most times you don't have a way to answer to that and just take hits unable to do anything.

Now, let’s go to the combat itself.

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One of the MM10 features, which sort put it together with some modern dungeon crawlers, is that fighters aren't simple limited to melee or long range attacks, most of the fighting class have access to a special skill called Warfare. These skills unlock new special attacks, this helps combat begin more fresh, but like happen with most skills in the game, the later levels, which unlock the most special attacks are often locked behind certain points in the game.

But despite this, combat at time can feel very slow and often features huge spikes in difficult, like I said earlier, the game features the massed combat of earlier games, however the power curve does not follow like in the same way.

Enemies often have lots of HP and high resistance to magic (making spell often feel unreliable), specially bosses, which are simple immune to all debuffs, making several magics skills useless.

In fact, you might quickly notice by looking in the in game bestiary that enemy HP scales in a strange way, where per example: one of the earlier dragons you can face have around 1200 HP and soon the ravenous ghouls in mass later also have around 1200 HP (or around the same time, depending on where you are in the game). So instead of giving enemies a distinct amount of HP to reflect them, they all feel have the same inflated HP, so fighting a dragon feel exactly like fighting a ghoul, which feel exactly like fighting something else. Only magic user enemies have slight less HP.

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Opponents that you will face often come in two variation a melee one and a magic one (or a ranged), they often have one or two special attack of spell which the spam over and over again, as example, one enemy can keep casting Feeblemind (spell which block the ability to cast spells), over and over again, causing your entire party to be effected with no way o dispelling it. Because with only four character (and at best only two will have mean to dispel something) it not easy to find either half of your party (most time your spellcaster) affected by something. At best you one of your character get affected by something which other character have to keep dispelling over and over again. In my game wasn´t unsual to my mage got affect by Feeblemind, which the druid would dispel, only to the next round is the druid which is affect and the mage now have to dispel it.

When facing bosses (but not only them) that you quickly notice, is that they often can deliver pretty powerful blows thanks to their critical hit chances, this can often cause a downfall spiral, since losing a character his a heavy hit during combat (specially if it was the healer) and you likely won't have access to resurrection until much later (which also mean that if you survive now you have to leave the dungeon and go to a temple and make the way back). Meaning that bosses fight feel like they put you under mercy a weird rng.

While potions were always a feature of MM, here they are a lot more important, but using them isn't a free action, but cost that character turn, which make trick using them, still they are a lifesaver.

Losing Momentum

Might and Magic X, main and mostly only issue, is that the combined factors mentioned above, unlikely the previous ones, can lose a lot of momentum and pacing, you might often feel hitting wall after wall, specially if you try to go away from the main path.

Since it hard to figure if you are strong enough to fight something, due high enemy HP and critical hit chances, you often might be sent stray when you should go forward, as example, as you approach the gate to the elemental plane of Air, there is two Air elemental, which unleash lightning attacks upon you which might give the idea that you should turn back.

Also, like the previous event I talked about, the enemies in the third level of the Lost City, might convince you of not really going forward, but that what you need to do, as one of the Elemental Shards is in the fourth level, which is way easier for some reason.

The difficult spikes can also make hard to figure out how and if you can deal with some the massed combat the games feature.

Might and Magic Raiders

Before we start talking about the plot, there is one element I need to explain, the whole “Raiders” stuff you likely hear during play.

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There once was, guess what? Cancelled game Might and Magic game! Called Might and Magic Raiders, which was meant to be action rpg, from there I think, it born the idea of adventures in the Ashan setting begin “Raiders” as a sort of trademark/term/call what ever you want. In MM10 often either your character or the story itself call your party as “raiders”. Some ingame lore expand on this concept.

Moving on…

The game does start with a simple initial plot: your party is tasked to take the ashes of their mentor to Karthal, so they travel to the Agyn Peninsula, but things aren't so simple, as you initially arrive in Sorgipal, only find out there is a lot of unrest and intrigue unfolding in these lands, Karthal is locked out and almost secession from the Empire.

To get there you need to a lot of work, which meant figuring out what is going on, from lifting a castle under siege from brigands to exploring the Elemental Forge and later contact a spy inside Karthal.

The story is spread around four acts, with the first being centered around Sorpigal and Portymerion castle, the second act move thing toward Seaheaven and Crag, and is also when you explore the Elemental Forge. The third act, is mostly about Karthal and figuring out what is going on the city. The last act continue the events in Karthal and finish with a final battle there and the hunt for the “Master of the Assassins” in the final dungeon.

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There is so pretty good highlights, such the Tomb of Thousand Horrors, a classic of the MM franchise, a really cool dream sequence where you figure the fate of another group of Raiders, and a couple of more special ones, which I shall describe:

If you played any of the Ubisoft Heroes games, you notice, that Ubi never really connect them to the previous games (much less the whole sci-fi angle), outside classic names, such Crag Hack, Sandro, Falagar, etc.. there is almost no connections. However, in MM 10 you get them.

As you play the game you will note the less and less subtle take that on Ubi, first there is quest to save collect several volumes of an epic, which the Inquisition looking it to destroy. Guess what these epic are about? The previous games! Each one feature a quick description about the game.

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Later you meet Edwin, as Astrologer, which ask you to take him to a special tower, so he can look at the stars again. Why? because once during an eclipse he could see nothing else that VARN from previous games floating in space!

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Another much less obvious quest, features a npc named Jessa; He ask you to tell him about several of the monsters in the land, if you do this quest, during the game epilogue, the narration tell you how he just picks up a spaceship and leaves! This look almost random, until you notice he is a character from the Might and Magic novels...yes, they do exist.

But the real winnder is the bonus dungeon. Now, ever since MM6, there is always a bonus dungeon, which is meant to be a reproduction of NWC offices, where you could meet and see the developers. MM10 keep the tradition and you can visit Limbic offices and there a npc gently ask you to help them get rid of some Ubimancers, so they could work on the next MM game…

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Now, there is some annoying parts, the game at least twice lock you in a dungeon, first while exploring the Black Guard Headquarter, which at one point, you do unlock a way to get out and return and the Tomb of Thousand Horrors, which also lock you there until you finish it. So hope you are stocked with potions and resurrection spell or scrolls, because otherwise...

The final dungeon almost broke me, Ker-Thal at first just looks a bit annoying, as at this point you be powerful enough to deal with anything, however… the final boss sequence is annoying and I sort suspect Unity itself start to fall apart during that part.

In the final part you need to activate four Solar Sigils and enter a password, problem is that every time you move in one of the bridges which connect the places where the Sigils are, there is a chance Erebos, the final boss, will spawn and attack you, often blasting you with powerful spells forcing youto fight him a bit until he flees for a while.

While I suspect that Erebos is only meant to spawn a handful of times giving you some breathing space you can either by moving to fast or something else, cause him to spawn again and again very fast and in the worst moment possible. I saw him, more than once, almost rubber bending! Like he spawn in once place them suddenly appear elsewhere... it is hard to explain.

This often cause you to be facing the Elite Faceless there and suddenly be surprised by a blast from Erebos, causing you to often fall in downspiral as his blast is often enough to kill a character or two.

But should you deal with this the games does come to an end. The game ending does feature an epilogue kind like Fallout where the narrator tell what happen to some npcs and explain some stuff, which is a fun thing, but isn't much explored, as there is only one quest with multiple end.

DLCs

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MM10 only got two DLCs: one is a bonus dungeon, which you can get via the Ubiplay, the “Meow Temple”, which is a small shout to a classic MM trope, often in older MM games, you find “evil” temples with silly names, such as “Baa” (MM6–7), “Yak” (MM4–5) and “Bark” (MM4–5). But outside this small dungeon, there isn't much to talk about.

Now, the only other DLC, is the Falcon and Unicorn, which was almost the second time the game broke me.

The Falcon and the Unicorn is mainly about some loose ends of Might and Magic 10, specially the more political/intrigue angle, as you party travel to Karthal they are arrested by the Holy Inquisition (All enemies in the DLC are from the Haven faction, so you face Sentinels, Crossbowman, Griffins and Knights, plus some Angels) and taken to Fort Laegaire, where they are stripped of their gear (but not their gold).

The DLC begin with you locked in this dungeon and you must escape… by doing a rather frustrating stealth mini game which require you to cause noises to move guards away from certain places, any failure is instant death.

Once you pass this, now you need to face the really powerful guards and the also very powerful boss, without your gear, as the best you can get is some stuff which a handful of merchants npcs sells, which you can only access after you defeat the boss, which is also really hard.

But once this is done and you escape from the Fort (and pick up your gear) you can return to Agyn and restock to them go after the person which is behind what ever was going on.

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The final part of the DLC is pretty much storming the villain’s manor, which also lock you there, so you can't escape and restock. The battles there quite hard, but at least one, which imitate a Heroes battle is cleaver, but save that, there isn't much to talk about.

For some reason, finishing the dlc, plays the epilogue again but add a handful of stuff related to the DLC.

There isn't much else on the DLC, no new classes or races or anything else, the fights can be overly annoying, as enemies either put your party to sleep or heal themselves, making battles overlong. The initial stealth minigame is a deep exercise in frustration, due the whole one error and you are death, also get the guards in the right positions is really hard.

What is Next?

With thing going as the go on Ubi, is hard to tell what is next, if there is a next, what it would look., Right now, the only new things related to MM is mostly online often mobile or browser games, lots of them, some of them no longer exist, like Might and Magic: Heroes Kingdoms, which was shutdown in 2014, other I swear they were shutdown,is Might and Magic Chess Royale, which turn out I mistake it with Might and Magic Showdown, which was closed. It is very confusing to follow. Most are spinoff based on the Heroes side of the franchise.

When you think about the whole retro aesthetic revival, plus the whole old school crpg revival (Legend of Grimrock, Divinity Original Sin), you could almost see Uni trying to ride the wave, after all, they have a classic crpg franchise right there, not only this, one of the few crpg franchise with this whole sci-fi angle in the west. However, their (or Hascoet) dislike for Fantasy, mostly made them lose this opportunity almost more than once, Limbic, if they had time and resource they likely could flash out MM10 a lot more and even how know what next. Well, for a while didn't Ubi got Obsidian doing some of those Southpark games? How about instead, they allow Obsidian to take a chance with a Might and Magic game?

Given how Ubisoft love doing annual games, they could even make an alternation between one Heroes game followed by a Might and Magic and so on.

Now to be fair, Heroes did gain a unique visual design with Ubi, which sort bring back colors, as Heroes was always a very colorful game (I remember a video review which complained about HOMM5 colors, which amused me of how wrong it was), and you can feel they got almost very close to make a decent HOMM game more than once, specially if you consider the huge shadow that HOMM 3 cast over the whole franchise. I mean, there were other strategy games with much more complicated starts that made a turnaround and HOMM games often aren't in such dire straits, but they often appear to be dropped out earlier.

Now MM (the rpgs) begin sort death, while sad in very light way, isn't the end of the world, after all, dungeon crawler genre is far from death, I mean, right now Nisa just announced bring one more game of Strange of Sword City series, which I am really looking forward as myself I found moving more toward jrpgs, however, the thing with Heroes of Might and Magic is complicated.

Heroes of Might and Magic, while simple in nature is hard to pin down, what exactly is. I have seen people often saying is a 4X (which would put it side by side with things like Age of Wonders, Masters of Magic and even things like the Warlord series). But this definition, never really clicked with me, because if you are to draw a line, where its origins are, you have to go back to Kings Bounty (NWC, 1990). Now this is the one which is even hard to pin down what exactly is, because is sort hard to find something similar.

The closest games to the Heroes series, is Disciples (which is the colorless and more gothic version of HOMM) and Nival’s own King´s Bounty series, but both become their own things over time, also Disciples series is actually death, however there is a new King´s Bounty game to be released, but I don't know what to think about.

In my humble opinion, Heroes is a game much about its pace, it's often about exploring a map in a relaxed fashion, listening to some awesome and relaxing music and fighting tactical battles, but later games sort move toward this almost “rush” based design, where you need to rush to do something which isn't most time explained or clear. To make things worst the games under Ubi often suffer from this overuse of “spawn an enemy behind you” trick, enemy armies grow to absurd numbers which can make a map impossible to win.

I mean, these days I tried to play HOMM6 again, in one of the DLCs, which was so poorly design that catch me off guard. Context: The DLC was about Sandro, the map in question you start with a town which can't recruit any creature or be upgraded. The map after sometime your maybe if get to close to a certain spot, will spawn a powerful enemy hero which make a beeline towards you (the AI know exactly where you are) and most time will be impossible to defeat. To make matter worst, dialogue in the map give this wrong idea that you would have time to explore around, but nope. From what I could gather I think they expect you to rush out and take some place which you aren't aware off with almost no army behind you.

Links for All the Parts:

Part One: Might and Magic X — An Fitting End? Part One

Part Two: Might and Magic X — An Fitting End? Part Two - The Early Games

Part Three: Might and Magic X — An Fitting End? Part Three - The 3DO Era

Part Four: Might and Magic X - The End (Part 4)