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No. 133979
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>Changes in the formula?
That being the case, it seems obvious that they had to have changed quite a bit in order to elicit such a strong reaction, and holy hell did they. The first thing you’re likely to notice is the graphics. They attempted an early shift to 3D models (or at least things that looked like 3D models), but ended up with what is quite possibly the worst art direction in a game. Ever. You will be hard pressed to find a unit whose animations aren’t utterly repulsive, especially when dealing with anything roughly humanoid.
The next big change you’ll notice is that your heroes are no longer commanders that stand out of the battlefield somewhere to give orders and cast spells, they’re now full units of their own, capable of being attacked and also fighting back. Unfortunately, they’re not the sturdiest of units and are incredibly vulnerable unless you really work to toughen them up, which may lead to some fights where they die in just a single unblocked attack, leaving your army to fend for itself.
Once you enter the town screen, you’ll notice a couple more changes. First of all, they shuffled up the original factions in favor of something that looks more like the color wheel from Magic the Gathering. Not an inherently bad choice, since the color wheel is a pretty neat iconic thing to draw inspiration from, but it results in weird things like the Necropolis and Inferno each losing half their creatures and getting crammed together. Similarly, the centaur, elves, and dwarves from the ramparts were all sent to different factions, while treants and pegasi and green dragons were ditched completely. No matter what you used to play as, don’t expect your favorite faction to return in one piece. To make things even stranger, instead of a steady progression from tiers 1 to 7, there are only four tiers, and you have to choose which creature you get in the last three. This could potentially be an interesting change, but since for players who are feeling nostalgic, it only makes it more difficult to reform the armies you remember. Not to mention that in some cases the choice hardly feels like a choice at all, because one option is so much more powerful and useful than the other, though that isn’t always the case.
The final really major change (though there were a lot of other smaller ones) would probably be how combat is handled. The grid changed from a comfortable hex grid to a grid whose units are so small it feels like they were almost going for the feel of not having a grid at all, which really works counter to Heroes’ very strategic gameplay. Retaliation also changed. Previously (and also subsequently) when you tell one of your unit stacks to attack, it would attack, your enemy would lose its health and units, and then it would hit you back. In Heroes IV, however, the enemy retaliates at the same time as you’re attacking, with both sides doing full damage. This makes it far more difficult to avoid damage, and very heavily slants the power balance in favor of certain creatures over others.
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