Posted on: February 12, 2020

Bezdarbor
Zweryfikowany użytkownikGry: 736 Opinie: 3
First cracks in the titan’s feet
The plot is probably the strongest aspect of the game. It continues the story of Might & Magic VI; it sheds the light upon fates of heroes of Might & Magic III; it moves alongside the story of Heroes of Might & Magic III: The Restoration of Erathia and prepares the ground to its addon The Armageddon’s Blade; it presents the player a moral choice, the consequences of which really matter. All of the rest though haven’t much changed since The Mandate of Heaven. The same engine with a tweak to further support hardware acceleration made the traveling feel more fluid, but aesthetically something had happened here in Might & Magic VII. Something not good. The world became less colorful: it’s bleak, it’s grey, it’s visually boring. I don’t know, maybe that’s how the Antagarich was designed with all of its swamps. Still, even its most bright locations pale in comparison with those of Enroth in Might & Magic VI. Also, look at those portraits! Straight from the uncanny valley. Compare them with eclectic deliciousness of ones in The Mandate of Heaven. Nuff said. At least the music is still great. Gameplay remained pretty much the same, expectedly: if it ain’t broke, don’t fix it. Still, there are some minor changes implemented, which slightly improve the formula. Might & Magic VII had its own card mini-game sixteen years before the Witcher’s Gwent. Just solve some early sidequest, find a deck of cards, and on you go: every Antagarich’s tavern will gladly host a game of Acromage for you. But apart from that, Might & Magic VII didn’t bring much new to the table. It made some accurate tweaks to mechanics, deepening and polishing the gameplay; but deprived the world of Might & Magic of its magical atmosphere, making it bleak and faceless.
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