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A report on Might and Magic 9..
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RPGDot Forums > CRPGs General

Author Thread
dteowner
Shoegazer
Shoegazer




Joined: 21 Mar 2002
Posts: 7570
Location: Third Hero of Erathia
   

quote:

On 2002-03-31 05:13, Anonymous wrote:
Thanks for answers. It is now confirmed that there was a script bug in anskram keep quest. I restarted with a new party and solved the quest without problems. However, there might be more bugs.

A lot of things are MISSING in mm9. These include:
-mage guilds
-alchemy
-food
-party reputation
-obelisks
-fly spell
-stables and horseshoes
-proper inventory screen
etc.

Gameplay is still complex enough even it is simplified, but traditional and pure M&M feeling is gone.

Also, there is only 7 big outdoor areas. Only half or less compared to mm7 or 6.



You know, I got to thinking about this quite a bit last night. NWC had a lot of tough decisions to make with this game. Going to the newer engine was pretty much required. Beyond that, though, things had to get pretty rough. If you look around on this board and others, opinions vary widely on the MM series. One group says that MM6 thru 8 were the same game with tweaks and that MM9 must go new directions. Another group (which includes me) says we like it as it is- don't change a thing. Seems like either way, NWC is doomed to failure. It seems they decided to make lots of changes. They probably figured that the old-time fans were safe sales regardless of what they did and that the new style would be more likely to drag in new gamers. My opinion (admittedly biased) is that they weren't going to get many new fans anyway, and should have catered to the existing fanbase. The competition in RPGs is really tight now. Old-schoolers are largely flocking to the incredible Wiz8. RPG-lite fans seem to be waiting for Dungeon Siege. Graphics-nuts can't stop talking about Morrowind. If you're in the business and already getting squeezed financially, what do you do? I've got two theories to throw out there. Number one: Looking at the features that have been dropped in MM9, I bet they dramatically reduced the amount of code required. I think they wanted to move the MM series closer to non-old-school (sorry, can't think of a better way to say it), but were badly limited by time, manpower, and money. Number two (and this one's a real reach): Anyone else notice that every iteration of the MM and HoMM series brings the two closer together? I wonder if MM9 is a stepping stone to having a game combine MM and HoMM...

Sorry for this being ridiculously long, but I'm really troubled with the game so far, and I'm trying to get a grip on exactly why. Thoughts and comments? Gag orders?
Post Sun Mar 31, 2002 8:24 pm
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Decado
Head Merchant
Head Merchant




Joined: 25 Mar 2002
Posts: 65
   

They've simplified what was already a pretty simplistic game? There are some pretty big features absent.

I'm definately staying away from this one, good reviews or not.
Post Sun Mar 31, 2002 9:57 pm
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Maylander
High Emperor
High Emperor




Joined: 22 Mar 2002
Posts: 1712
Location: Norway
   

Closer together? The only thing that makes them closer together is the new RPG element of HoMM4.

I liked MM6-8 better as well, and I think they removed too much of the good stuff, but like you say, they were pretty much forced to do some changes, because the old fans weren't enough to make enough money.

There is a lot of Roleplaying Games out there, but I also have to say: 90% of them suck! Seriously, if you just check out all silly games out there you will get a headache!

2002 will have about 5 good releases, and that is: MM9, Neverwinternights, IWD2, Morrowind, and Dungeon Siege. Unfortunately they all come in the spring.

As for Gothic 2 - don't have your hopes up, it is rumored out in about a year; the whole "Fall 2002" is just a load of crap if you ask me.
Post Sun Mar 31, 2002 11:43 pm
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Loremaster
Village Leader
Village Leader




Joined: 31 Mar 2002
Posts: 88
Location: Hampshire, England
   

Dteowner, the spell skill trainers are coming right up, just after Drangheim !
Post Mon Apr 01, 2002 12:42 am
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