One of the biggest problems I found with the game is that, no matter where I looked, I couldn’t find any sort of tutorial, or even a guide system. While existing players of the series may scoff at my inability, newcomers could find some of the game’s nuances as debilitating as I did early on.
The movement mechanic, for example, is never explained to players, and so I found myself desperately stuck after just twenty-two hero moves in the first minutes of my first campaign stage. It took a frantic Google search and the use of a
Heroes Of Might & Magic III wiki to help me discover that the game was broken down into days, with the end of each day representing the end of the player’s turn and thus the reset of such stats. A painfully simple solution, but one that was mysteriously hidden from me in the game.
I absolutely don’t think that
Might & Magic Heroes VII is a bad game, but it’s definitely one that is its own worst enemy. The great pacing of each stage and slick blend of RPG and strategy elements were definitely signs for encouragement once I wrapped my head around what was going on. The visual struggles and the game’s apparently refusal to easily open the experience to new players are major disappointments, though, and it’s these failings that could ultimately see it fail to reach any audience outside the series’ already faithful players.
6/10
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