This seamless meshing of the two modes has never been handled better than in this series' last couple of titles. In fact, the designers have enhanced this aspect by adding a new dimension to the turn-based system of battle, namely, the option to reposition or move your party members without constantly having to jump back and forth between the two modes.
However, old habits die hard and you might find it just as easy to proceed as you did in MM6, but it's nice to know the option is available. I'd be absolutely remiss if I didn't mention the inclusion of an astonishingly clever in-game game known as ArcoMage, a card-based game that comes close to rivaling the addictive qualities of Magic: The Gathering.
Although certainly not as complex, ArcoMage still has its moments, including the way the player must adapt his or her strategy to the home-rules prevalent in each town's tavern or inn visited. Many will find the occasional bout of ArcoMage a fitting and luxurious diversion from the constant battles with ugly and pushy creatures of the land.
Even more interesting is the way the game within a game is actually integrated into some quests. For those who felt MM6 was too heavily weighted on the side of combat, don't expect that aspect to change much in MM7. The way is long and, at times, difficult -- not too many easy pushovers abound in Erathia where the story picks up from the one last seen in Heroes of Might and Magic III: The Restoration of Erathia. At the time of MM7, Erathia has indeed been restored but there is now a dispute between the inhabitants of Erathia mostly humans and the elfin folk of the land "up-north.
This plot device is a subtle, yet fascinating, beginning to the tale and can easily be seen as a built-in tutorial for anyone who happens to be experiencing life in a Might and Magic world for the first time. The action centers on a scavenger hunt, proposed and sponsored by Lord Markham, a rich and famous citizen of the small kingdom of Harmondale, a location that lies precariously between the two potential warring factors. By meeting the challenge of the hunt and, hopefully winning, the stage is set for your party to move on to bigger and better things, namely, becoming immersed as a focal point within the "big picture" conflict with definite contributions to the solution.
For those wary of losing contact with important NPCs from MM6, worry not as Archibald Ironfist raises his head soon enough and becomes part of the ever unfolding plot. It's been my observation that no matter how good a product is, detractors will still find something, no matter how small, to gripe about or list as shortcomings.
Indeed, when viewed in the "big picture" mode, Might and Magic VII: For Blood and Honor has it's faults -- but none of them or no combination of them can override the sheer sum of its parts.
To my way of thinking, this series and it's companion series, Heroes of Might and Magic, have cornered the market on CRPGs and stand tall at the pinnacle of the genre. Graphics: Even with the 3D acceleration, the graphics still remain somewhat dated. However, in a series that is so completely immersive that players forget to eat and sleep, the pedestrian graphics can be forgiven for the most part.
New World Computing did address the problem in certain areas such as smoothing out the rough edges on the party portraits and adding dynamic lighting effects, just to name a couple. Overall, not an unpleasant fantasy world to view. Sound: The inclusion of new and improved sounds would have been a nice addition to MM7. But, if the decision the designers faced involved devoting more time to story development and questing than in creating new sounds, the former wins hands down.
There is no degradation in sounds and quality from MM6 and those were much more than just adequate , just nothing significantly new. Music is a different matter. Fans who enjoyed the at times swelling, at times peaceful, at times contemplative musical background in MM6 are going to like the music in MM7 even more. Enjoyment: Despite any minor gripes there are no major ones I might have about MM7, none of them come close to getting in the way of welcoming an old friend MM6 in a new setting MM7.
The game's plots, sub-plots, side-quests and all around adventuring spirit is easily the high point of the gaming experience. The introduction of ArcoMage can only be termed as inspiring and, in a perfect world, some designer somewhere will take the game and turn it into an entity capable of becoming a stand-alone game wishful thinking. Replay Value: Exceedingly high for a game like this. The previous instalment of this long-running RPG series, Might And Magic VI, was let down by a poor software-only graphics engine and patchy animation.
It was also considered far too challenging for novice role-players, proving inaccessible to all but seasoned campaign veterans. However, despite its shortcomings, those who persevered were gripped by the cunning multi-layered plot of regal deception and intrigue. For the uninitiated, the latest in the series is set in the war-torn mystical land of Erathia. Leading a band of four adventurers, your quest is to amass wealth and, perhaps more nobly, restore peace to your homeland.
Those fearing another shoddy-looking affair need only look at the screenshots to realise that Ubi Soft have addressed all the previous incarnation's visual shortcomings - they've added full 3D support, tidied up the animation and dramatically increased the frame rate.
But it's not just the graphical overhaul that's impressive; throwing off the restrictions of the dated prequel, you're offered a more diverse range of characters to add to your team, including elves, dwarfs, ores and human combatants. This time, careful team selection will pay dividends because each character has their own allegiances and personal agenda, meaning that their personalities develop uniquely as the plot unfolds.
As a result, individual team members are as likely to be ruthless handy when it comes to fisticuffs and spell-casting as approachable and friendly essential for gleaning information from locals, and for trading purposes , so a good balance of character traits and physical attributes will be required to produce an effective team.
Unlike the unforgiving prequel, you're eased into the action by being cast initially in the role of team "overseer" - a temporary but reassuring way to start your quest which keeps you abreast of developments but detached from the immediacy of character control.
Once familiar with your surroundings, you're led through the story by a series of advisors and cut-scenes which develop the plot, so although those who completed the previous quest will have an advantage the plot background, game interface and 'feel' are all retained , new travellers to the land of Erathia will soon feel at home.
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