Interviews/Previews

Interview with H5 music composer Rob King Interview with H5 artist Oliver Ledroit
Click! (Polish Gaming Magazine Article) AG.ru review
CPRG.ru review

Heroes V Q&A and Profile Preview

Developers Diary #1:  Revamping the M&M Universe

July 2005 F.A.Q.

Heroes of Might and Magic V Preview:  Gamespot

Developers Diary:  Dev Team's Ambitions

Computer Gaming World-magazine review from e3

Q & A with Nival Developers on Nival's Forum

HoMM V developers answer to questions by Heroic Corner Heroes of Might and Magic V:  Sir Mullich's Preview
Gamers Temple Preview:  HOMM V at E3 1UP.com Preview of Heroes of Might and Magic V
Inside Gamer Online Preview By Kevin VanOrd | May 21, 2005 Gamespy Preview By William Abner | May 20, 2005
Fragland Preview: Heroes V previewed by Doccie

Gamers with jobs :  E3 Day One

Gamespot Review by Andrew Park My HoMM5 review, by Platypotumus
 

INTERVIEW WITH ROB KING

1.Why were you contacted to work on the first HOMM What attracted you to the project? Were you familiar with the heroic-fantasy universe?

Heroes of Might and Magic was the first score Paul Romero and I worked on together. When Jon Van Canegham and Mark Caldwell (from New World Computing) gave me the green light and creative control on the music production, I knew I wanted to take a very classical approach to it. On HOMM I the graphics encouraged me to do a very baroque score. I really wanted it to be like a classical soundtrack in a sense.

A friend introduced me to Paul back in 1992 at one of his infamous parties where he gets friends together to play music at his house. I remember seeing him play piano and was extremely impressed not only with his abilities but also with how genuine of a person he was. We immediately hit it off and remained the best of friends ever since. When it was time to get into the score I gave him a call and he came over to my apartment at the time for a meeting. Back then I had a roommate and my “studio” was basically my bedroom with tons of gear and a small futon in the corner. We started bouncing ideas back and forth and came up with a couple of pieces. I knew that we were going to make something special with that game. Between his Classical background and my pop music background our collaboration was not only melodic but very catchy and had all the elements of good classical arrangements. We did that whole score in the bedroom of my apartment in South Pasadena, CA at the time.

HOMM was the 4th project I worked on and I was very new to the whole game design thing and my vision of audio was purely based on the films I saw from the past. So my interpretations of a heroic-fantasy universe were images of King Arthur, Excalibur and all those cool historical documentaries from the 80’s. Jon’s vision is what attracted me to the game and Jon & Mark are two of the most genuine, cool and generous people I know. I will continue to remain great friends with them.

2. Is this the kind of game you play? If yes, is there a chance to meet you online? What's your nickname?

Yes!! I must admit I don’t have too much time to play games, but the HOMM series has always been one of my favourites to play. I have spent months playing all versions of the game and really look forward to installing HOMM 5 on my computers. I have always been a fan of RTS and strategy games, but for some reason Heroes has always been my favourite to play and working on it has absolutely nothing to do with it. To me HOMM is like a large animated Chess game. It feels so damn rewarding beating those armies and snaggin’ up a town! ? Hopefully more people will enjoy the series on this next instalment. I have never played online, but I might be willing to get my ass kicked when the game comes out. For the books, Paul has never played a game in his life.

3. HOMM 5 offers a very different graphic universe and scenario from previous episodes, does it have an influence in the new soundtrack?

I think our main influence for HOMM 5 is what HOMM has evolved into, also drawing from our past work and really aiming at keeping the player into the game. Believe me, I have been guilty of turning off the music when I play a game, but not with HOMM. It has always been so fitting to hear that score during gameplay.

4. How closely did you collaborate with the developers?

We worked fairly close with Fabrice, Sylvain and Thomas at Ubisoft. They had some good ideas for the direction of this game and came up with the idea of having a “Theme” based score similar to film. On the previous games we pretty much just wrote songs from the heart for everything. On HOMM 5 we came up with a Main melodic theme, 2 sub themes and wrote the score around those.

5. Which are the tracks with which you are the most satisfied with?

For me it is the Academy, the Haven, Sylvan and the main title theme. Our good friend Karin Mushegan returned to do a solo vocal on Haven. She has been on all the Heroes games since HOMM II. Back then she was only 17 I believe. Now she is a professional singer working in Philadelphia and New York. The choir we recorded for the Main theme were great as well as Fang Fang XU who played the Solo Cello through the score. I really enjoy the new battle and siege themes as well. Another favourite is the grass adventure theme. The melody is just so sweet and we like sweet.

6. Will HOMM5 offer more music than the previous ones?

Yes, a full 2 hours!

7. How does your collaboration with Paul Romero go? What other musicians did you collaborate with?

We usually just sit around reading gossip magazines like US weekly and Enquirer discussing music direction while reading the misfortunes of celebrities. Seriously... In some cases Paul comes to the table with some brilliant ideas and we work out the arrangements or I might have an arrangement of drums completely laid out with melodic Ideas that we work from. We have two workstations here at the studio and usually we are both doing something on the song then go back and forth on both rigs. There really isn’t any certain way of doing anything, just get it done fast ya know? When we use other musicians, the arrangement is usually done and tracked in advance and we replace the sampled parts with the appropriate musician. On the main theme we actually just did a choral arrangement to a click/piano track, recorded it at a studio and brought it back in our studio and wrote the music around the vocals. Pretty tricky but I actually enjoyed the results. It lets you think a bit differently about the musical parts.

8. Are the songs performed by real lyric singers? If yes, how did you select them?

Yes, they are all people Paul and myself work with on a regular basis. Top-notch players, every one of them.

9. What is your favourite instrument while composing HOMM music ?

Always the Cello...

TRANSCRIPT OF INTERVIEW WITH OLIVIER LEDROIT


1. How were you brought to work on the Might&Magic universe?

Erwan got in touch with me in the first place. He was looking for a drawer who could give Might&Magic a strong visual identity. The universes I picture in my graphic novels are dark, warlike and violent. This was exactly the direction that Erwan wanted the Might&Magic world to take.

2. In your opinion, what are the most interesting parts of this universe? How will that translate in the design?

For me the very interest of each fantasy universe lies in the fact that it allows to feel different places, other eras, and to escape… I think it is something very usual; you always need a place where you can escape from the real world constraints. Some people go to watch football matches, others will ready fantasy novels. In the past sci-fi was the lead universe, today it’s heroic fantasy. But in the end all these genders use the same codes; the story is often like a good old western. The need to escape remains the same, it only varies in manners.

3. Could you describe the process of creating a new design?

I always start by picturing the different factions, how they are related to each other, what differentiate them etc… Then for each side I come up with some basic shapes and silhouettes that remind of places, eras etc… So I give graphical codes to each one of them. Then I use this basis to create all the characters and places.

On Might&Magic, one constraint was to look different from the usual fantasy universe. Factions like the undeads or the elves have very strong and established visual codes and Ubisoft wanted to move away from this single vision. This is why the elves in Might&Magic do not only refer to a Celtic imagery but also to American Indians. The Dark elves on the other hand will remind you of the Italian Renaissance.

4. What are your inspirations?

I am still deeply influenced by my early readings, with artists like Giger for instance. I also base my inspiration on existing elements a lot. I really think that if you wish to create something original and long-lasting, you have to base yourself on existing and historical grounds. That’s the kind of things that will speak to everyone and are unlikely to become old-fashioned.

For instance in the last volume of my current series, Requiem, some building I drew are directly inspired from some churches of my region. When I need to draw an armor, the first thing I will do is to search my 13th century weapons encyclopedia, in order to build on cohesive grounds.

On top of that like every drawer I always keep a close eye on what other artists are doing. Their work is always an important source of inspiration.

5. What particular interest do you find in working on a video game? How much is it different from your usual work?

For me the most interesting things in videogames is the fact that they allow us to animate the universes that are created. It is very impressive to be able to walk in a man-made universe, just like if you were part of it.
I already worked with videogame industry in the past, but it was more difficult to see a direct link between what I had created and what was displayed on the screen…

For Might&Magic, I took care to create characters where you could remove some details without breaking the general silhouette. Even if most of them cannot be translated as such in a videogame right now, we hope that this will be possible in the future.

6. You became famous in the first place for your work on the Dark Moon Chronicles, which is also set in a heroic fantasy universe. How does it felt to work on that kind of universe again?

It was a bit like returning to the past. I really felt at home in this universe. Fantasy is a gender I am very familiar with, I know how to handle it even if this time the approach was a bit different. In graphic novels the characters are simpler, because you know that you will have to draw them hundreds of times from many different angles; My work on Might&Magic was more about designing characters, which allowed me to bring more details in the final drawing.
Since my work on the Dark Moon Chronicles, I have worked on many other projects that allowed me to broaden the palette of characters I could draw. This helped me a lot for this work given the amount and variety of what had to be created.

I think my work on Requiem also influenced my designs as they are darker, with more skulls… 

7. Anything else you would like to add?

I would say that my work with Ubisoft on the Might & Magic universe was my best experience with video games so far. I had a lot of freedom in creating my designs, based on the vision Erwan and his team had of the universe. It was really a great experience.

CLICK! (Polish Gaming Magazine article)

As translated by CaRoSh on the Ubisoft forums

Classical patten for playability in new, pleasing graphic setting -HoM&M V has a chance to win, not only veteran, but also new players, hearts
Fifth part of Heroes of Might & Magic is, from the beginning, shaping up very well.It`s rare that the team of programists (in this case it`s russian studio Nival, creators of, for example, Etherlords or Silent Storm) voluenteer to owner of title (Ubisoft) with a proposition to make a new part of the series. For Russian HoM&M V is an important project because of two reasons. Firstly it`s a great occasion to join the first league and start receiving orders from biggest concerns in branch, secondly it gives opportunity to create new part of the series, in which most of the russian coders were playing in their childhood. This enthusiasm and commitment in project is authentically visible.

Fans playing "heroes" didn`t like the last, fourthpart of cycle (from translator: WRRR.. not true!Wink). They`ll be glad to hear that HoMM&M V will be based mostly on solution from third part of series, which is considered to be the best. Essential part of fun in both games is almost the same - it`s a turn base strategy fantasy, in which, on kingdome map you administer towns and move armies commanded by hero with special abilities, in tactic layer you fight on the battlefield, which is unavoidable, and at the same time the most important element of every scenario.

This time the game is divided into six campaigns - one for every fraction, i.e. Haven, Inferno, Necropolis, Academy, Sylvan, Dungeon - with five missions apiece. Big change, which the new part of "heroes" adds to the series, is using the 3D graphical engine, in strategical and tactical level.You can manipulate the camera (rotate,to bring closer), to see all the units in full details. It`s worth to add that it (the units) were design based on grafics made by Olivera Ledroita, famous french comic drawer (maker of for example "Black Moon Chronicles" series).

Now, some information for veterans of the cycle. Similary like in third part of "heroes", here heroes won`t be presence ont the active battlefield (they`re standing beyond the net, where the units are moving), but they can cas spels on units that are taking direct participation in battle. They`ll be gaining experience in battle, after reaching next level they will automaticly raise one of their parameters(for example: luck(from translator: ?!?!?), defense, atack), they will also be able to choose one from 4, available at that moment, special skills.Accomplishing quests, defeating some of enemies or simply walking on the strategic map, heroes can also conquer special artefacts, additionaly raising their skills.

More important than attacking enemy units will be spells casted by heroes. Magic schools, in new part of "heroes", will be six, but there will be no prerequirements and every hero can use any kind of spells regardless of his fraction.. At least in this moment, but Erwan Le Breton, one of producers of this game, admits that the mechanisms of gamepla is still changing and final virsion might be diffrent from what they show us.

Well... as a matter of fact all the information to this point were known earlier, but we went to the Ubisoft in Paris to gather some new, fresh information on HoM&M V. It was a good thing to do, because everybody is working hard, and new results are much diffrent from this, what programist announcement even few weeks ago.

The most important from the newest changes is that he battlefield was finally set. Earlier planned to make an terrain depended on the size of armies that participate in clash, finally it was decided to make a chessboard, size 8x10, regardless of number of units and kind of battle(for example: conquering the towns will take place on the map of standard sizes). Thanks to that the models of units will be big enough that the gamers will be able to take a closer look and battles leaded by armies of diffrent sizes will be interesting enough.

Big changes were made in muliplayer mode. Apart from its standard versions(including hot-seat mode to play on one computer) we have now 2 new variants - Duel Mode and Ghost Mode. The first one is for qucik, few minutes battles. Makers compare it to games like .... Tekken or Soul Calibur. Why? In Duel Mode players can choose one hero (every with determined army, skills and artefacts) and fighting against each other on the tactics map. The best of 3 battle-rounds wins the whole game.

Even more interesting is Ghost Mode, which is suppose to be solution to boring waiting for the end of turn of the oposing player. Instead of looking into celling, you`ll be controlling a ghost - in the beggining only one, later even more - whose task is to explore the map and follow the active player. The more he (the active player) will be draging oneself the more energy the ghost will have. He can use this energy to improve one of his six, diffrent skills - haunt, posses, curse, devour, guard and vision. He (the ghost) will be able to, for example "cast a curse" on the other hero, which will lower his paramets or he can posses neutral units and take control over them in the next battle. The second option can be used to simplify your victory (because you are fighting.. with yourself), or make a suprise to the opposing enemy (because they don`t know they`re fighting with human, not AI).

So there are so much new ideas but taking into account so much activity of the russian programists, in the day of HoM&M V premiere we might be suprised even more. But it might be rather good suprise - the game looks wonderful and it`s in hands of experienced developers. Waiting for the day of priere of new "heroes", we can sleep well, but for the more impatient fans of this respectable, counting over 15 years serie, it might be pretty hard.
"

AG.ru article

 As translated by JetJedi on the Ubisoft forums

I do not see special sense to translate whole article. It is THE SAME but is worse written. I shall result only one very interesting piece about tactics of conducting fight:

«Go-go-go», or something about “initiative bar”

“The classical turn-based mode of battles is simple and predicted up to banality: for "round" each fighter moves only one time (or two, if morals high). Vary only the sequence of courses of units and range of their moving. In Heroes 5 has appeared “initiative bar”. Its essence in the following. At the debut of fight, badges of units are on the right edge of "thermometer" .Then they start to be displaced to the left with the different speed depending on the initiative of a unit. When someone's icon reaches a left edge of a scale – sounds command "stop" and the turn is given this unit. Eventually the badge comes back and repeats "run".

It is well or it is bad? It is awesome! The cyclicity at last has disappeared, even the concept of "round" has lost sense. (let's take, for example, pair units: with the initiative 7 and 9; and so the cycle or "round" in this case will make 7x9=63 turns!) In HoMM 5 it is hard to expect a result of opposition though also the local system works under rigid laws. At desire you can calculate sequence of courses "on five scales forward" but it is difficult enough. Especially if any modifiers interfere with deal (the fallen morals or a spell), promotions influencing the speed on "bar".

Further. The initiative defining now not only sequence but also frequency of a turn, becomes so important as well as the damage. Fast fighter will have time to resemble 2-3 times while the turn will reach the slow "thick" monster. And a greater variety of valuable characteristics means fights more sated in the tactical plan.”

CRPG.ru article

As translated by JetJedi on the Ubisoft forums


Reflections aloud

Rumors that guys from Nival Interactive are engaged in development of the fifth Heroes of Might and Magic for the first time have appeared about two years ago. At first, such assumption caused only skeptical smiles of players. Really, the idea that development of continuation of one of the most cult game serials have entrusted domestic developers seems simply improbable. It is Heroes! Fortunately even the most unusual dreams at times come true. Hearings have appeared the truth and anything surprising in it is not present. On the side of the domestic company was both world popularity and a wide experience in development of turn-based strategy, and the most advanced technologies. Perhaps already it is possible to ascertain that decision Ubisoft has appeared correct on all 100%.

And in fact when we still shivered in the bus of 800-th route, slowly but truly coming nearer to Nival’s office, we had some doubts. Yes, we certainly saw tens awesome screenshots, set of excellent videoclips, read numerous interviews of developers and caught each particle of the information on game. But on the truth, we did not have an integral impression about the project. Therefore there were some fears to see a beautiful knickknack or a banal remake of the third Heroes with modern graphic.

At last having reached up to "a grey high building at a wood " we have risen on the fifth floor and have got in possession of Nival Interactive where we have met Elina Terekhina with Dmitry Estrin, representatives of PR-service of the company. And now we already sit in enough spacious room and look at the screen of the monitor where one of the freshest versions Heroes of Might and Magic V starts to be loaded…


In general

The first that rivets attention in new Heroes is certainly the graphic. The decision to transfer game in full 3D and "to release the camera", in my opinion, it has appeared absolutely true. You can consider an armour of your hero in all details or soar up under clouds, at the certain corner of the review having captured a sight of a half-map. Both it is functional and it is beautiful. And how all these shaken trees and animated objects on a map are looks in movement - no words to describe. Believe, it is more impressive that the most modern effects in modern shooters. The deal is not in that the game is perfect in the technological plan - no, there are projects much more impressing from the point of view of technologies. But under style, competitors of Heroes of Might and Magic V simply are not present for today. Each model of characters, each structure are drawn with huge carefulness and love. In Nival Interactive definitely work artists and animators of an extra-class.

However one graphic, as is known, will not be full. A gameplay - here the main highlight of the project. Here it is necessary to recognize that for Ubisoft and Nival Interactive was a archi-challenge: to keep spirit and mechanics of the previous parts of a series and to introduce the changes deducing it on qualitatively new level. It turns out such "the pursuit of two hares". And that the most interesting: similar that our compatriots managed to catch up and catch both.

In general game process has not too changed. Developers have refused some doubtful innovations of the fourth part and have revived many nice traditions of the third Heroes. As before we have two basic modes: strategic and tactical. There are heroes and cities. All it is familiar and is recognized. We are battled with neutral creatures or enemy heroes, we siege and we defend fortresses, we travel on а adventure map in searches of additional quests and artefacts. There will be even Graal, with obelisks and collecting pieces of a map.

In total in game six types of castles (playable races): Haven, Academy, Inferno, Necropolis, Dungeon and Sylvan. In cities, as before, it is possible to erect buildings, to employ and improve armies. In a tavern it is possible to meet heroes and <to persuade> them for n-th sum of gold to join you. More often there leaders of your fraction certainly come across but the chance to meet in Haven castle, say, elfin ranger is great enough. As already was spoken above, developers have got rid of the most unsuccessful ideas of last part of a series. In the big degree it has concerned cities: the quantity of units increases once a week now instead of every day. Heroes will not have any more to walk around of the castle in hope to wait one more "black baby-dragon". In total in each castle seven kinds of creatures, it is possible to improve each of which. Also we can build now absolutely all buildings: times when it was necessary to choose between construction of a barracks for spearman and ballista have sunk into oblivion.

By the way, as all of you already for certain know, cities also became completely three-dimensional that certainly has gone it on advantage. They are looked simply excellent. All changes of construction are displayed on the screen of city. However on adventure map there are only basic structures and improvements but it not too afflicts. The role system has changed a little. Collecting treasured chests and battling in bloody fights, our young and not skilled hero gradually accumulates experience, gets new skills and perks. As before, each hero - the person, with the history and unique knacks. However, developers have refused system of ranks so, for example, to become archimagi it is not fated to us. And it is a pity. A prerogative of heroes became independent movement on a map, creatures it now is inaccessible. But caravans between friendly cities will be. One more pleasant news became that fact that above a soundtrack of game works the person who has written music for all four parts of Heroes, Robby King. And it means that melodies awesome on the beauty will be with us again.


Battles - our all.

Perhaps tactical fights have undergone to the most serious changes. And deal not in that the heroes will not directly participate in battle again. Turn-based fight has not disappeared also but has ceased to be classical in full understanding of this word. Orthodox admirers of a series, for certain, in fear were seized by hearts. Easy, friends! Simply each creature and the hero has now a parameter of the initiative on which depends how this unit will often go. I can not tell that this innovation has radically changed game process but dynamics and tactical depth has definitely added. Now is possible the situation when, for example, fast skeletons will have time to reach the opponent and some times to strike on it while sluggish zombie hardly-hardly will reach enemy creatures.

Before fight to us by tradition suggest to place army. Some greater creatures, like dragons, can borrow at once some cells. Having finished with this procedure we start fight. Below we have the scale of initiative showing as soon there will come a turn of each unit. Fractions strikingly differ from each other not only appearance but also a manner of game. Promotes a variety and introduction of special racial abilities. Moreover, even each creature will have a feature, unique skill. Griffins can fly up on some turns in air that then to fall upon the area specified earlier. If the opponent will guess a direction of impact and will have time to replace the creatures - griffins will simply waste time. And such tactical dodges, simple at first sight but complex on the second, in game set. And battle - It is the present enchantling spectacle of paints and special effects. The clever camera over and over again choosing so successful foreshortenings what even after tens fights there is no desire to disconnect it.

Besides a usual exchange of usual impacts and application of abilities, heroes and some creatures also can create spells. In total available five magic schools: Destructive Magic, Dark Magic, Light Magic, Summoning Magic (it magic of the nature). In each of them five levels. In general, all is besides recognized, down to separate charms. Unfortunately, the size of a battlefield will not vary depending on quantity of creatures or the filled stacks at battling parties. However at the castle siege it will increase a lot. The siege itself does not differ enough than that we saw in the previous games series. Catapults also destroy walls, arrows on protective towers reduce enemy numbers, and flying creatures with ease jump through walls. Each castle will have also a protective feature: ditches, entangling legs roots and so forth. . Anywhere do not share also automatic fights.

In general, developers have achieved desirable: the saturation and dynamics of battles have raised a lot, tactical opportunities have extended, and every possible graphic effects please an eye.


Peripetias of a subject

As is known, for universe of Might and Magic Ubisoft has developed the completely new world that named Ashan, having refused from a subject heritage 3DO. By the way, action of Dark Messiah of Might and Magic, another Ubisoft games, will occur also in Ashan, and under Ervan Le Breton's application, the producer, responsible for coordination of scripwriters, writers and designers of Ubisoft, subject lines of these two projects will be crossed here and there.

In general, the outset in Heroes of Might and Magic V is simple enough: rest of the Griffins Empire, preparing wedding of young emperor Nikolay and Isabell, is broken by intrusion of demons. Nikolay, as well as its father twenty years ago, wages the army on war having left narrowed in a safe Summer Palace. But defeat follows defeat and Isabell decides to help the husband having sent the authorized representatives, Beatris and Godric, to search the help at powerful magicians of Sparkling Cities and mysterious Irollan elfes: One of the basic suppliers of subject data become videoclips on a engine of game. On direction it is a little reminds that we saw in Warcraft III and this is a compliment. Besides, together with new graphic technologies developers had new opportunities for creation of atmospheric and impressing rollers. We also hope on a good sound.

Besides usual missions we are waited also by missions there at the beginning castles are not present, or they should be besieged. In addition, guys from Nival Interactive have given one more pleasant surprise having made unique in own way night mission. Functionally it almost differs nothing from the others but from the aesthetic point of view is capable to delight any player.


Hot-seat and not only.

Developers give very big attention to a multiplayer. "Great and awful" hot-seat was not gone, on which in due time everyone played Heroes has spent a great lot of sleepless nights. In addition there will be some new modes, for example, duel, whose concept seems friendly much to the "Etherlords". Each player types army of creatures and fight begins. A detail of others multiplayer modes developers do not open yet but also here us the couple of surprises for certain waits.


Heroes are not born, Heroes become

On today Heroes of Might and Magic V already generally are ready. Yes, works above the interface are still conducted, bugs are caught, the balance is perfected, and even addition of any new opportunities but similar is discussed, that at Nival Interactive and Ubisoft is excellent verified game turns out. Madly beautiful, dynamical, simple under the form and deep under the maintenance the fifth Heroes not only continue nice traditions of a series but also introduce the unique features.
Certainly to make full and precise representation about the project in some hours it is impossible. For example, I shall not undertake to judge value and quality of a strategic mode as it is necessary a much more time for high-grade acquaintance. But know, since we have left hospitable Nival Interactive office, me do not cease torture desire again to plunge in the surprising world of the fifth Heroes. Game really grasps, forcing again and again mentally to come back by those not numerous happy o'clock lead for it. Even now when these words are written it would be desirable to forget about all and to jerk aside stations of the underground “October Field” in shy hope still time to look at this miracle even with half an eye. Believe, new Heroes are almost an embodiment of dream. I hope that after an output of game it "almost" will disappear. Fie-fie-fie.”

We talk with creative director Alexander Mishulin about Heroes of Might and Magic V, and we profile the unique creatures of the Academy faction.

Since it's the latest chapter in the popular fantasy strategy series, there's obviously a lot of interest in Heroes of Might and Magic V. However, there's also some apprehension, since Heroes V is the first game not to be designed by series creator New World Computing. Instead, Russia's Nival Interactive has the honor of delivering the latest Heroes game, and the studio is trying to blend the rich story and tradition of the previous games with some new elements, most notably a 3D graphics engine. We have some of the first unit details in the game, and we profile the Academy faction in this preview. But first, we caught up with creative director and codesigner Alexander Mishulin to ask him about Heroes V. The game is scheduled to ship early next year for the PC.

GameSpot: From what we can tell, the Academy town and its inhabitants seem very similar to the original Wizard town of Heroes II and the Tower town of Heroes III. Why was the decision made to keep the town similar to its original versions?

Alexander Mishulin: As Heroes of Might and Magic V continues the famous series, each game faction has something similar and familiar about it, and the Academy is no exception. This is an evolution, not a revolution, so fans of the Heroes of Might and Magic series should feel comfortable in the fifth game, yet have something new to explore. Besides, the Academy has always been differing from the other factions with its tactic focus on ranged attacks and magic, thus making it unique and interesting from a gameplay perspective. Plus, the titan is one of the all-time favorite creatures of the Heroes of Might and Magic series, so the world of the fifth game would not be complete without him. Still, we changed this faction a little bit, to make it more cohesive. Now the Academy is the hometown for mages, who summon or construct other creatures: djinns, titans, golems, and so on.

GS: Could you tell us about how the unit upgrade system will work in Heroes V? Will players be forced to choose between two separate unit types of the same tier of development, similar to Heroes IV, or will they simply be able to build all units in a town, provided they have the buildings? Will existing units have to be upgraded manually by visiting a town? Will individual creatures earn experience points to gain levels instead, like heroes?

AM: For the unit upgrade system, we chose the proven scheme of the previous games of the series. You need to upgrade a dwelling in your town (for which you need to meet certain requirements, such as owning enough resources or having built smaller buildings), after which you can buy upgraded units from this dwelling. To upgrade already acquired units, you need to enter the town which has a corresponding upgraded dwelling or to enter a special building on the adventure map, the hill fort. There is also a specialization that is exclusive to Haven heroes, who can upgrade any human-based Haven units to any other human-based Haven units (which of course requires godly amounts of recourses). Creatures do not get experience. Yet, you can increase the creatures' parameters by other means. For example, Academy heroes have the unique ability to create "miniartifacts" for their creatures, granting them better offense, defense, or speed.

GS: Could you explain how unit generation will work? Will new units become available from unit-producing structures daily, like in Heroes IV, or will they only be available weekly, like in Heroes I-III? Will there be random astrological weeks that will cause certain unit-producing structures to produce extra units, or "plague" weeks that will cause fewer units to be produced, like in the earlier games?

AM: Unit generation happens weekly, as it produces an additional inside cycle in the game. Of course, some may say that visiting town every week in order to get new units is not convenient, but this provides for a better balance. Weekly generation better fits the whole concept of the series: traveling, adventures, and fights. This way, after a big army defeat, you will have to plan your actions, say, whether you should stick around to the closest city, gathering the resources and waiting for the next army to generate, or whether you should ride full speed to another town.

The number of units "being born" each week depends on many factors: the buildings in the town (not only dwellings themselves, as there are certain buildings affecting unit generation), the captured buildings on the adventure map (say, if you have a peasant dwelling on the map, it will also slightly increase the number of the peasants in the town), and "astrology." If a week is announced to be a week of a certain creature, the generation of these creatures will increase. There are also other pleasant and not so pleasant events associated with the beginning of a next week.

GS: Seeing the different factions raises the question for us--how will morale and other factors affect different units in the game? Will armies still receive morale bonuses if they contain only units from the same town, such as all Academy units? Will morale bonuses still give units additional turns, and will luck still grant units critical hits?

AM: Heroes of Might and Magic V will certainly incorporate morale and luck like previous games, although they will also face some changes. The gradation of these parameters will increase (in the previous games they had gradation of 3 maximum and -3 minimum). If an army consists of units of one faction, its morale increases. If there are units of different factions (or under a hero of a different faction), it will have some penalty on morale. The amount of penalty depends on the relations between the factions. For example, an army mixed of Haven and Inferno units will have relatively high morale. Morale can also depend on other factors. For example, Undead units are generally not influenced by morale.

As there are certain changes in the game mechanics, morale does not give an additional turn; it affects the unit's initiative, giving it the ability to move sooner next time (it kind of gives an additional half of a turn). And luck grants units critical hits, allowing them to make much more damage than usual.

GS: We see from the screenshots that Academy heroes will have the very colorful distinction of riding a caparisoned war elephant. Will Academy heroes have any other kind of distinctions? Will they still be might or magic heroes that start out with either combat bonuses or a spell book, or will they have some other unique abilities?

AM: All our heroes have colorful distinctions, both in their appearances and in their gameplay characteristics. We don't divide the factions into "strictly might" and "strictly magic." They are more likely to be "more magic" or "less magic." And sure enough, an Academy hero, being a native of a mage town, is "more magic." For example, the hero has a rather high knowledge parameter that gives him more spell points. There is also a unique ability for heroes of each faction. I have mentioned the ability of Haven heroes to retrain the units into other units. The unique ability of an Academy hero is to create small artifacts (we call them miniartifacts) for his creatures, increasing certain parameters of his army. There are also some special abilities that are available only for heroes of a certain class. For example, Academy heroes can increase the spell points cost of their opponent's spells.

We really tried to reflect each faction's profile in the way it's played, and we feel that this really increase the depth and consistency of the whole game--both from the gameplay and universe perspectives.

GS: Thank you, Alexander.

DEVELOPMENT DIARY #1

REVAMPING THE M&M UNIVERSE

 

  1. First of all, could you introduce yourself and explain us what is your job on HOMM 5?

 

~~Erwan~~

 

My name is Erwan Le Breton, Might & Magic Content Director at Ubisoft.

 My quest is to build the new world of Might & Magic that will be the setting of all the current and future M&M games produced and / or published by Ubisoft.

 And my favourite colour is red (for those with an unhealthy obsession for the airspeed velocity of an unladen swallow.)

 Outside of Ubisoft, I’m a published writer, author of a dozen pen & paper RPGs, children’s novels, and comic books for various French publishers.

 

~~Richard~~

 

I’m Richard Dansky, Might & Magic World Designer at Ubisoft

 I’ve worked on numerous games for Ubi, including Far Cry, Ghost Recon: Island Thunder, and Cold Fear, and before that I contributed to roughly 130 roleplaying books for White Wolf. I’ve published four novels, including the fantasy series The Trilogy of the Second Age, and various other bits of fiction.

 Outside of work, I enjoy building large wooden badgers, and running about with silly knees-bent advancing behaviours.

 

  1. Why did Ubisoft decide to revamp the M&M universe?

 

There are several reasons for this.

 1.)  The world used as a background for the Might & Magic games has often changed from one title to the next (Varn, Cron, Terra, Xeen and then Axeoth with Enroth, Erathia, Jadame, Cheh'dian, etc.)

As a result the consistency between all the M&M games was a little weak and the overall background was vague, if not flat-out confusing at times. We want to have a single, deep world that’s consistent across the board and has layers of story and content that players can just dive into.

 2.)  There was just so much information in the world that it was difficult for new players to really embrace everything that was there. The mass of backstory and continuity was almost intimidating, and we wanted to create a world that new players could enjoy as well.

 3.)  As much as we enjoyed the original M&M worlds, they had a certain science fiction undertone, while we really wanted to focus on the fantasy aspects – the “might” and “magic”, as it were. Those games were also “lighter” in tone than what we had in mind for the new generation of M&M games.

 Again, we really loved what was done in the past, so it simply made sense to respect that and build our world from the ground up, focusing on capturing the core essence of what drew as all back to Axeoth over and over, rather than try to modify things that people really loved and enjoyed.

  

  1. Precisely, what did you keep from the old M&M universe?

 

The more obvious aspect is that we are still in “high fantasy” world, ripe with valiant Human knights in shining armor, mysterious Elves lurking in the woods, savage Orc tribes raiding the frontiers, Undead armies gathering in the dark of the night, and all that good stuff.

But of course, in our new implementation, expect to find more than one twist on the canonical representation of these elements. J

 Then, we decided to keep the Factions that made the Heroes line so popular. By “faction”, we mean the city / nation / race coalitions known to Heroes fans as Haven, Inferno, Academy, Dungeon, Stronghold, etc. Many of them will be back, some with a familiar aspect and “philosophy”, others with a bunch of surprises up their sleeves!

Soon, we’ll be revealing loads of exciting stuff on the factions, but for now, here’s a quick rundown on the first two: Haven and Inferno.

Haven: The Humans of the Holy Griffin Empire are inspired and guided by angels. It’s a feudal society driven by the rigorous edicts of the Dragon of Light – not any place you’d want to be a heretic. Picture an ironclad alliance of Arthurian Britain and Victorian England and you get a general idea. Oh, and did we mention the Spanish Inquisition? Guess not…

Inferno: Imprisoned between worlds by the legendary wizard known as the Seventh Dragon, the Legions of Chaos want out in the worst way – and we mean that literally. Destructive, hateful, vicious, sadistic – that’s just a warm-up for these guys. Even worse, they’ve got a plan, and that’s where things get really interesting.

 We preserved the epic quality of the former M&M titles, which drives the player to experience fantasy on a grand scale and participate in world-shattering events. The actions the player takes impact the whole world.

 We were also determined to maintain the ambiguous oppositions and moral choices which made the M&M narratives so compelling.

Indeed, rather than a striking opposition between Good (Light) and Evil (Darkness), there has always been, in the former M&M games, a balance of the opposites, with most characters painted in shades and grey (ie: fully fleshed out personalities, covering the whole spectrum between radiant benevolence and wicked villainy instead of square-jawed caricatures).

Nobody is all good, and nobody is pure evil. Any character (and the heroes above all) could choose to be a villain or a hero at the moment. It’s a lot like life as we know it.

 

  1. What are your objectives with this new world ? What innovations can we expect?

 

First things first: we want to make it deep, consistent, and exciting!

By “deep and consistent”, we mean giving the world a sense of history and of scope. The universe shouldn’t feel like it was shiny and new and unwrapped just for the game.

You might not see all the background that’s being built in Heroes 5, but it’s important that it’s there – that sort of continuity informs everything else, and lets you know that the world doesn’t end at the edge of your mission map.

As for the “exciting” aspect, well, expect to re-discover all of the familiar fantasy places and races, with countless subtle touches that will spark your imagination.

 Chief among the races you’ll see will be our Dragons, who are, literally, the base the entire universe is built on. They are a vital part of every aspect of our world – from the cosmology to the nature of magic, to religion and the way people talk day to day.

  

  1. Could you describe us the process of re-creating a universe like this one? What are the key areas you are working on?

 

Our first task is to design a common background: a brand new fantasy world complete with history, geography, politics, culture, etc.

 Then, we build a common “identity”: a tone, an atmosphere, a style that will permeate all the facets of any future M&M products from the global concepts (dramatic themes, general mood, etc.) to the more specific details (graphic codes and symbols, musical leitmotivs, etc.).

 Finally, because we are talking about games, we must also create a common set of “core rules”: What is mana and how do we use it? What are a paladin or a fireball in our world? These things seem pretty basic, but you really need to nail down your definitions early – it’s amazing how many things can cascade off of simple things like this.

 

  1. What are your inspirations for this new universe?

 

We’ve been heavily inspired by seminal  fantasy authors like J.R.R. Tolkien (of course), but also Michael Moorcock, Guy Gavriel Kay, Margaret Weis and Tracy Hickman, Glen Cook and George R.R. Martin. These are authors whose worlds and stories are both epic and tragic, with the perfect balance of horror and wonder.

 

  1. On the graphical aspect, what orientation can we expect from future M&M games?

 

Let us say that it’s time for Dorothy to ride the dark whirlwind and leave the gentle light-hearted fantasy of Axeoth behind. Ahead lies a world of blood and shadows, of jagged blades and voracious flames, of sweet lies and bitter poison…

 That’s where we’re taking you, and the best part is, you’ll gonna ask for more J

 

  1. Why did you decide to work with Olivier Ledroit on this project? Could you introduce him to us?

 

Olivier Ledroit is a French Comic book artist, very popular in Europe, best known for his first series Les Chroniques de la Lune Noire (“The Black Moon Chronicles”, 1989-2005).

 He has more recently worked with the British writer Pat Mills (of Marshal Law and Slaine fame) on several “dark horror” series such as Sha or Requiem.

 Olivier is an extremely talented artist, and his dark baroque fantasy universe was one of our main graphic inspirations for the new M&M world. So the logical step was to ask him to contribute on the project, and you easily imagine our extreme excitement when we he accepted the assignment J

 For more info on Ledroit, check out his interview and bio.

 927207_20050513_screen007.jpg (164404 bytes)

 

  1. Regarding Heroes 5, why was it important to have this new universe?

 

Simply because Heroes 5 will be the first M&M game published by Ubisoft, and as such, will really lay the bases for the “reborn” brand J

 So the events of the single player campaign you’ll play in Heroes 5 will have direct repercussions in all the M&M games to be released in the coming years. Here is where the avalanche starts, and it’s going to be a hell of a ride down.

 

  1. What are your plans for the future regarding this new universe?

 

In the future M&M games, we will deal with the “apocalyptic” consequences of the main plot featured in Heroes 5.

 We will also expand the “known world” to include new Factions (5 are currently planned).

 And we are already thinking of a “prequel” saga that would let you delve into some of the more obscure mysteries of our world.

 There’s an awful lot of backstory, culture and history in the world we’ve created, and we want to give you a chance to explore it. This is, of course, another way of saying we want to share all of the cool stuff we’ve been coming up with, because, well, it’s cool and we’re just naturally both a couple of show-offs. It’s still cool, though. Honest.

 

  1. Can you tell us more about Isabel, the key character of the game? What does she look like, what will happen to her, how is she? Why is she so important?

 

 

Let’s just put it this way – when a child is born in a way that contravenes every known law of the universe, it might be time to start worrying.

 And Isabel was that child. She’s a beautiful woman of noble birth, the only child of her parents’ old age. Her upbringing was rather lonely — she had nannies, tutors, and maids rather than siblings, parents, and friends. None of them could have prepared her, however, for what she’s about to go through.

 Now that she has come of age, she is promised to Nicolai, the young ruler of the Holy Griffin Empire.

 But Isabel is not destined to find happiness. Her fiancé will die, her world will crumble, and, well, you’ll just have to see what happens after that. It’s going to be one hell of a honeymoon.

 As for her portrait, well, picture an immaculate apple-blossom frozen in its delicate beauty and purity by an early, unnatural, frost, and set to a sharp, metallic twig... This is what Isabel looks like…

 Isabel_Sketch_01.jpg (63378 bytes)

 

  1. To conclude why do you think people will enjoy the universe you helped to create?

 

I think that the best praise we could get for this new universe is that it “feels strong and it feels real”.

 All of the different factions have very good reasons to justify their existence and their ongoing struggles with the rival nations.

 All of the characters have legitimate motivations and credible mindsets.

 The drama is tight, focused on a long chain of major events that covers millennia of spoken myths and written history.

 Everything is related. Every action has its consequences, sometimes hundreds of years later.

 And the Magic is there, stronger than ever and ready to lead you to places you’ve never seen before.

 July 2005 F.A.Q. for Heroes of Might and Magic V

 By Fabrice Cambounet, game producer.

 

This FAQ is intended to clarify current information on Heroes of Might & Magic V. It is targeted primarily to fans, who raised a number of questions regarding the current development status, and was designed with the help of community leaders.

 

 

-          There hasn’t been a lot of information revealed so far about the game since it was announced, will there be more information soon?

 

Since the game was announced in March, we’ve been working very hard on developing the game, trying out new ideas and testing features. Because it’s still so early, we want to make sure that we communicate confirmed game information and features.

We are bringing many great improvements to the game, and our priority is to make the right decisions and implement them, so we want to make sure we don’t talk about features that might never make their way to the final product.

 

-          Which towns are in the game?

 

There are six towns in the game, two of which were revealed at E3: humans and demons. Other towns will be revealed later. What you can expect in the remaining four towns is a completely new one and a bit of shake-up.

 

 

-          What will happen with the old Might & Magic world?

 

We decided to create a completely new world, so we know and can control all aspects about it. This is really a huge investment, and, I think, a testimony of Ubisoft’s involvement in the license. There are quite a few people here dedicated to the crafting and rebirth of the Might and Magic world.

 

The main reason for creating a new world is to avoid any mistakes or inconsistencies with previous titles: there wasn’t a complete bible for the old Might and Magic universe and because we were missing information, we would have run the risk of making critical errors in recreating the old universe.

 

The other reason is that we wanted to create a deep and dense world, in which we would be able to ensure better continuity—starting with Heroes of Might & Magic V - and decide what goes on in the world or in the scenario.

 

 

-          Why are you simplifying the game?

 

Though we’ve never said that we were simplifying the game, I’ve read this in some forums. I understand that fans have concerns about Heroes gameplay that they have enjoyed in the past. The truth is that the game is not being simplified compared to previous versions. The fact is that we’re making a game that is easier to access, and faster to play.

 

We’re working on a tutorial to help new players get up to speed (precisely because this game has a great deal of depth), along with a detailed world and intricate storyline.

It also means working on the game ergonomics and making multiplayer faster to play. Not seeing some interface or lengthy text doesn’t mean the inner structure was simplified, just that it will be easier to navigate in the game.

 

 

-          Is this game just Heroes 3 in 3D?

 

No, this is Heroes of Might and Magic V in 3DJ. Now, this is a tough question. The fan community is clearly divided between Heroes 3 and Heroes 4. Both games have good ideas, and neither completely takes the lead over the other.

 

Early in the production we discussed where we wanted to go with the gameplay. We looked at how things were handled in previous games to see if there was a way to make it more interesting and if there was room for improvement.

 

In many cases—like with 3D, towns, world, scenario, campaign, and others, we made huge improvements for the new game. In other cases, the debate raged for a long time before we reached a solution that was balanced and understandable. For instance, we were faced with the question of “to be or to not to be on the battlefield” for heroes, so we designed an intermediate solution where they can enter the field to do specific actions. We also added some new elements, of course. Most of them will be optional so you can play the game the way you like. Battles, for instance, can be played in turn-based or in dynamic mode. There are also many small elements in battles that will increase the tactical choices. In other areas, we stayed true to the tradition: stacks, resources, turn structure, etc…

 

Finally, in the great realm of multiplayer gameplay, there will be a lot of new features. There is a mode where you will be able to play, even when it’s not your turn to play! This is a revolutionary mode for turn-based games. So, all in all, I believe we are making a real step forward. J

 

 

-          Why this particular graphical design?

 

We want to update the look of the series, while keeping the core principles of its rules. The game must be recognized as a Heroes game at first look. We wanted create a lively world with many details and for it to have a medieval flavor, with bright colors, shiny items, bold heroes, fearless units, and impressive towns. The look of the game is inspired by many modern sources, from all parts of the world. These sources have been used and adapted by artists to create a more epic version of the previous games.

 

 

-          Why are heroes out of the battlefield?

 

This is one of the most difficult decisions we had to make on the gameplay. Heroes 4 proposed a new take on heroes by including them in the battles. This created new possibilities: More than one hero could be in an army, an army could be without a hero, an army could be made of heroes without any creature.

 

This was a bold step that also created an imbalance: fresh heroes were poor beings to protect, while stronger ones could wipe out whole armies by themselves. Unless the growth of heroes’ power was removed, this could not be balanced. But it was a great idea, and we looked for ways to stay close to it.

 

Believe me, many options were considered, and we agreed that the current one fulfilled all criteria. It is a mix of both versions that can be tuned and balanced, it allows the hero to act on the battlefield, gives out new options with the hero growth and allows different actions for different factions. That solution means that heroes, although having the ability to fight on the battlefield, are mostly commanders: They need an army at all times, and an army needs a commander in the same way.

 

 

-          What about the retaliation system?

 

We went for the alternate system of battles. It offers more tactical opportunities—you have to time and plan your actions, in order to get the clear advantage of being the attacker. Plus, it is certainly easier to understand visually, with less action and info jumping at you at the same moment.

 

 

-          Is there no fog of war?

 

Of course there is one! It was removed from the E3 demo, only to allow us to show the different areas of the map.

 

 

-          What is this hero’s trail?

 

This is a new feature of the game. Each hero will leave a sort of trail behind him, enabling others to track him. This trail will be different for each race, and it will grow in size with the hero’s level. Thus you will be able to judge who has come by in an area.

 

 

-          What is the size of the battlefield? And how does it vary?

 

The default size of the battlefield is similar to previous games, in terms of the number of cells. It will switch to a smaller size, if both armies are small (with few stacks). The goal here is to play small battles faster, to speed up the game, especially the first encounters. You can, however, easily force a large battlefield, if your strategy requires it, by having more stacks. Sieges will be played on the largest version.

 

 

-          Is the combat completely automated?

 

No, it is not. This impression could be coming from the E3 demo. We removed all interface from the battle phase and all controls. This was done to get the best sequence of action, and elaborate better cameras. We didn’t want to show the control system at this stage.

 

 

-          Why” less of this” or “more of that”?

 

Heroes’ discussions are often a fight of figures. How many creatures? How many spells? “My skill system has more choices than yours,” that sort of thing. Although these elements are an important part of the game (especially when considering the number of missions or number of towns), this is not a complete picture of the gameplay. A better system, with more strategic choices, leading to more ways of playing, does not necessarily rely on more items.

 

So, for sure, in comparison with previous games, there are areas where Heroes of Might & Magic V will have “less than”, or “more than”. When this is the case, it was a deliberate choice to do so. This may have been done because the underlying system works well, because it will be easier to balance, or because this area of the game has a specific level of importance compared to the rest. It can also be that we want to have some room left to expand on for the future.

 

 

-          Will there be open beta testing?

 

There will be different beta tests, with a different number of seats and different objectives. There will be at least a closed one, which will include a good number of fans, and we are planning for an open one later for a larger community. More details will be announced, and the first beta test should open in late summer.

 

 

-          What are these “random events”? What about that dragon appearing at the end of the trailer and the E3 demo?

 

That was a cliffhangerJ. This was done to round out the end of the sequence nicely, with some surprise. Perhaps it is also linked to the story…I’ve read wild speculations about this being a gameplay element using random appearances that could break the game flow. This is an assumption based on a rumor, of course.

 

 

-          What are these “year-old” screens that popped up on the net?

 

The game development started a long time ago, way more than one and a half years now. A few external people were allowed to have a look, and some leaked these very early screens over the Internet and broke personal and contractual trust. The important point to remember is that these elements are so old that almost all of them are outdated. The game has progressed a lot further, so these screens do not represent what the game is like today.

 

In conclusion, there are still many good things ahead until the game releases. We are releasing the first wallpaper which features the “Godric” artwork by Olivier Ledroit, who works with us on the artistic direction of the brand. We will be featuring an interview with Olivier soon, so stay tuned.

 

Heroes of Might and Magic V Preview:  Gamespot

When it appeared 10 years ago, Heroes of Might and Magic quickly established a loyal and fervent fan base, thanks in large part to its addictive and deep strategic gameplay. Heroes of Might and Magic was a turn-based strategy game that let you control a fantasy race, build up a fortress city, and then raise armies in an attempt to conquer a magical realm. It was so good that it led to four sequels, including the upcoming Heroes of Might and Magic V, due out in 2006. Heroes of Might and Magic V is a step in a whole new direction in a number of ways. First, it's being developed by Russia's Nival Interactive, as opposed to longtime series creator and developer New World Computing. Second, it's being set in a whole new environment. To get the latest details, we caught up with Ubisoft producer Fabrice Cambounet and assistant producer Thomas Le Grand.

GameSpot: How do you feel Heroes V was received at the Electronic Entertainment Expo by the press and the fans?

Fabrice Cambounet and Thomas Le Grand: We received great feedback and incredible buzz from fans, retailers, press, in the official forums and communities, and even other developers and publishers. Everybody wanted to know more about the game, and it seems we managed to deliver what they were expecting. Fans are always eager for one more bit of information or one more screenshot, and many journalists seem to be fans themselves. The Heroes franchise is still very strong and very popular. According to the feedback we received during the show and in the forums, it seems we are on the right track to make a great game that any Heroes fan will be proud of.

GS: Are the new factions starting to take shape at this point? Is it safe to compare the strengths and weaknesses of returning factions, like the humans and the inferno town (which seem to strongly resemble the castle and inferno towns of Heroes III), to previous versions of them in previous games? Or are the factions being changed significantly to add more variety, since there are fewer than there were in Heroes III or IV?

FC & TLG: Indeed, the factions are really starting to take shape at this point of the development. Most of them are already playable, and they look and behave very nicely.

From the outset, Ubisoft decided to revamp the whole Might and Magic universe into a revolutionary modern fantasy. So, we have created a brand-new world, with a new mythology and, of course, new factions. As a result, the current factions are not directly similar to the ones available in previous games. Since we have a new cosmogony, a new philosophy, a new world, and a new magic system, it is really hard to compare them. Nonetheless, as you pointed out, we decided to respect the franchise legacy. We have kept some of the most emblematic features, like, as you mentioned, the haven faction partially resembles the previous castle faction. We believe that subtle familiarity is great for the game and its fans. We wanted to remain consistent with the legacy and respect the heritage. We also have some surprises for you, such as a never-been-seen-before faction.

In addition to this new world and the new factions' composition, we also worked on an improved gameplay. This means you will find a new balance and new strengths and weaknesses, as well as specific abilities in order to let the players set up several tactics and strategies in Heroes of Might and Magic V.

GS: We've seen from the E3 version of the game that much of the classic overland exploration remains, such as finding treasure chests that can be converted to gold or experience, resource nodes like lumber mills and gold mines, and monsters guarding artifacts and gateways. Can we also expect to see underground, or perhaps, multiple layers of underground exploration? Will there be overseas navigation, as in the previous Heroes games? What other enhancements or additions are being made to the exploration aspect of the game?

FC & TLG: To keep some things a surprise to fans like yourself, we can't reveal a lot of the content of the game. We can say, however, that the exploration part of the game will be as detailed as it was in previous games, and better. Thanks to the detailed 3D world that is being built, you can spend a lot of time simply exploring and discovering regions of the map. Hopefully this will not distract players from actually conquering enemy towns, but, in any case, this will greatly improve the experience of playing the game.

GS: Could you discuss more details on the role of hero characters in the game? As we've seen, heroes will return to their positions off the battlefield (rather than on it, as in Heroes IV), and they will still be able to learn different types of skills, such as combat abilities or advancing in different schools of magic. Will each hero still have at least one distinct, inherent advantage (such as, for instance, an attack bonus with a specific kind of unit) or possibly multiple advantages? How else will their roles be expanded and enhanced? Will they be able to learn larger numbers of skills?

FC & TLG: Heroes are the center of the gameplay of course, and their roles remain critical in winning battles. They will be able to enter the battlefield at some point, for specific actions, which will depend on their race. These types of actions will be gained during their growth in power.

The skill and magic system implemented in the game are fantastic new takes on the previous games. It will feel familiar when you choose the progression of your heroes, and leveling up is as simple and quick as before. You will also discover new ways of expanding your capacities.

GS: What can you tell us at this point about the strategy involved in creating armies in Heroes V? In previous games, players would often be faced with the choice of hiring larger armies or buying specific town upgrades; or hiring a few units instead of waiting an entire week for a larger army to become available. In Heroes IV, players were actually forced to choose between certain army types (such as choosing between minotaurs and evil eyes, for instance). Will these features all be back in Heroes V? How else will the strategy behind building armies be changed and improved?

FC & TLG: At this time, we can't say much about the strategy details. This is the core of the game and more will be revealed later, once all the factions, creatures, and towns have been unveiled.

GS: We've seen from the combat demonstration at E3 that, for instance, armies that don't have a first strike or other ability will attack simultaneously--a change that was originally made in Heroes IV that had a subtle effect on strategy. Then again, a lot of the appeal of the Heroes games has been about strategy that lies just below the surface, like the strategic effects of abilities like hydras attacking all nearby units, or sprites not eliciting a counterattack (and therefore being very dangerous in large numbers, despite being relatively weak). Will the game have the quick-resolution combat option that Heroes IV did?

FC & TLG: A major addition to the gameplay of battles is that you will choose how you want to play: either remain in a turn-based mode or increase the action and pressure with a dynamic system. We decided to add more time pressure in the game for more thrills. In this mode, units will slowly get ready to move, and when they are, they will do so at once. Everything will keep moving, and the enemy will not be waiting for you! We have developed several tools and a brand-new interface that wasn't shown at E3, which will make this experience very intuitive. This will also be helpful for the classic turn-based mode. Thus, you will have to discover how to use creatures' and heroes' abilities in the best way in order to overcome the opponent. The underlying tactical choices will still have a great influence in Heroes of Might and Magic V, perhaps more than in previous games.

GS: Can you reveal any more information on the game's multiplayer modes? Traditionally, the Heroes series' multiplayer, while enjoyable, could often be so time-consuming that only highly dedicated fans played it for very long. How will the new multiplayer enable everyone to participate?

FC & TLG: That's indeed one of our main objectives: We have to deliver multiplayer game modes that are fast and exciting, but still be tactically challenging. There are a lot of different ideas being incorporated into the game to make it faster and more appealing in these modes. For example, we will provide a lightning-fast mode of play for one-on-one action; fate can be decided in just 15 minutes. In another mode, you will still have a vast array of actions to perform, even when it's not your turn to play. This will be a revolutionary mode for turn-based games, and it will prevent any downtime in multiplayer games.

GS: How far along is the game at this point? Are the different factions still being implemented, or are missions still being created? What is the team working on now?

FC & TLG: The development is on time, in full-speed production phase, for our early 2006 release. We are now testing a lot of new stuff (maps, creatures, etc.) each week, while continuing to search for any possible improvements. This is why opinions and requests from the fans are useful to broaden our views.

GS: Finally, is there anything else you'd like to add about Heroes V?

FC & TLG: Our objective with Heroes of Might and Magic V is to unify the fans and communities as we begin a new series and era in fantasy strategy games. In the coming weeks, we will reveal lots of details about the game: races, creatures, and story. Stay tuned!

GS: Thank you, gentlemen.

DEVELOPMENT DIARY

DEV TEAM’S AMBITIONS

 

First of all, could you introduce yourself?

 Hi, my name is Alexander Mishulin. I am Creative Director of Nival Interactive and one of the game-designers for Heroes of Might and Magic V.

 Why did you want to develop the next Heroes of Might and Magic game? Was it important for you? 

 Of course, we are very excited about developing the next Heroes of Might and Magic game. We have many fans of the series among our team (actually, most of them are J). But besides this desire we also had a great experience in game developing, including games in TBS genres and/or fantasy universe. We really felt that we COULD do the next Heroes of Might and Magic game, and that we could do it good.  And now we are trying very hard to make it as great as any fan of Heroes series would dream of.

What is your ambition for this title? From what we heard so far there will be few innovations regarding the core of the game. So where is the challenge for you and what can we expect?

 Our ambition is the “Best PC Game” of the year – the “Best Strategy” at least. J  Heroes of Might and Magic V is not just transferring the old gameplay into 3D. The game has enough innovations in it to keep several game-designers occupied for a couple of years. We tried to make the gameplay more mature, with even more strategic and tactic choices, with more complex yet still clear schemes and structures. On the other hand, we wanted the fans of the previous games fell themselves at home in the new game with all these innovations. This is our biggest challenge, and although the game has not been played by outside gamers yet we can already see that we succeeded with that.

Etherlords, Silent Storm, and now Heroes… Your teams seem to enjoy turn-based gameplay a lot. Could you explain us why you appreciate this way of playing? What are - according to you - the advantages/disadvantages of it vs real time?

 Turn-based genre gives you time to think the situation over and to implement the best solution possible. So I would call it the most thoughtful gameplay among all genres. Of course, real-time strategies also make you think but because you are tied with the time factor you have to do it fast – and usually you really can’t afford wasting the precious time on tactics, you think more global, building your strategy. Yet because it TBS so time-consuming it is not as dynamic as RTS, and this is its main disadvantage in our present era of speed. It is especially a disadvantage in a multiplayer mode, when you wait not for the computer, but for another human brain, that is thinking over all combos possible. That’s why we are focusing on making the multiplayer in Heroes of Might and Magic V dynamic, smoothing the waiting time with various means.  

What is your vision of the Might and magic universe? How will you translate it into the game?

 I would describe it in two words: dark and epic. By “dark” I mean that the world of Might and Magic is more mature, with more complex relations between “good” and “evil”. If you remember the first Heroes of Might and Magic games they had very cute and cartoon-like graphics. In the 3rd game the graphics became more “grown up”, yet the general atmosphere was kept fairy-tale like. In Heroes 5 we want its universe to be not a fairy-tale but a world as complex as our real world is. And here we come to another word describing the new Might and Magic universe – “epic”. We are making the Might and Magic universe more large-scale, deeper and more global. Even the plot of the game is more epic and more serious. 

Have you been influenced by other movies/books/games? How will that translate into the game?

Our artists have made a great job on studying different cultures and different periods of history. In creating new images of towns and creatures they took them as a base – say, human race reflects the period of Medieval Europe, and everything, from the look of the warriors to the architecture of the towns is more or less kept in these frames. You’ll meet such references to various cultural heritages in the game, starting with ancient myths and up to the Decadence of the beginning of the 20th century.  

Talking on influence by some fiction, I should mention Lord of the Rings we surely had been thinking of. Not like we tried to follow it in some way - although you’ll find a couple of references to it in the game (since these universes have some cross points up to some creatures, such as elfs or orcs). It’s rather some sort of a standard we were trying to meet. We were greatly impressed how epic, mature, and “dark” this universe is, and consider it to be one of the absolute examples of the fantasy universe. 

What in your opinion are the features that make the Heroes series that unique and addictive for players?

I will tell you my point of that, although I’m sure that everybody will be able to name his own reason for his love for Heroes of Might and Magic. J I would say that the main reason why the series has been so popular is the freedom in strategic and tactical solutions of the player its gameplay suggests. You can fully concentrate on tactics and take a deep analyse of the battlefield options, or you can play only on the strategic level, leading your heroes to victory -  or you can keep in mind both in any proportion you like. Because of its depth on both tactical and strategic levels, the gameplay of Heroes is very flexible providing each player with the opportunity to play “his own Heroes” the way he likes. Yet despite this complex structure the gameplay is also simple enough for anyone to understand it intuitively and to dive into this world. It really is the best strategy set in a fantasy world of all times! And we are keeping these best features of the series – even with all the innovations the game will be as comprehensible and addictive as the previous games of the series.

Could you explain us the process of designing the creatures in Heroes 5? What did you keep from the previous titles, how did you translate that into 3D, what was your objective when you created/adapted the new designs?

We wanted to populate new universe with some new creatures as well as keep there the creatures that made this world real due to their vivid personalities J . We studied different forums to identify the creatures that gamers loved the most. These creatures are kept in the game. Some of the creatures from the previous games are kept in the new game but they have been “moved” to other towns (factions). And surely some new creatures have been added, kept in the traditions of each particular faction. 

All the creatures were redesigned from the very beginning in all the aspects. Since the graphic standards of Heroes of Might and Magic V are much higher than in the previous games, we drew new sketches even of the creatures that had been in the previous games of the series. Creating their new image we definitely kept in mind the way they had look before, plus the general style of the faction they belong to – plus the inner vision and inspiration of the artist, of course. We also developed new animations, new sounding and new effects for them. Many creatures have also got some new abilities, so there was some work for game designers too.

How do you tune the gameplay on a game of this scale (over 100 creatures, 200 skills, 40 spells…)?

Well, we have already had an experience of balancing some large scale games – Etherlords, despite its numerous creatures and spells and their rather complicated relations, has a very strong balance. Coming back to Heroes, I would say that we use standard mechanism of balancing – mathematics at first, then we implement it to the game, when we try everything over and over, when we use playtests and beta-tests to make sure we didn’t miss anything. Plus there already are some balance schemes from the previous games of the series that can be a good base sometimes, too.

How will you handle the AI in the game?

I won’t be able to give you the programming details, so I’ll tell about handling the AI from the game designer’s point of view. J We studied thoroughly the AI of the previous games in the series, especially in the third and the fourth parts and took the best features from there. We also took as a base expert opinions, especially as one of our game designers had been a pro gamer of Heroes of Might and Magic having a huge experience of multiplayer gaming, so could give us very much valuable expert estimations.

Because of more tactical varieties the AI has to do much more analysis now. Say, you can point your griffins a cell they should aim at after some time, and should they meet an enemy’s unit there when the time passes, they will make a big damage to it. However, if there’s no enemy’s unit there, it will be count as a miss and you’ll waist your turn and effort. So you should really think deep to use this option to the fullest. The same goes for the AI as it has to analyse the present situation on the battlefield and possible ways of its farther development. Then it points the future aim to the griffins based on this analysis. This is just one of the examples of how analytical the new AI needs to be.  

Computer Gaming World-magazine review from e3

It’s Your Move
Turn-based strategy games come charging back (one space at a time)

Jul 01 '05


Publisher: Ubisoft

Developer: Nival Interactive

Genre: Strategy

Release Date: Q4 2006

Heroes of Might and Magic V

Back with a vengeance?

The charitable assessment of Heroes of Might and Magic IV goes something like this: It was a train wreck. With napalm. And some anthrax. Sharing the ignominy of our Coaster of the Year booby prize with the similarly hapless Might and Magic IX, the two alleged games combined to ring what sounded like a definitive death knell to one of our most favorite franchises ever. But now, there’s a glimmer of hope that bell may be unrung and the Heroes part of the Might and Magic franchise will be snatched back from the abyss. And who is braving the inferno to rescue our beloved? Nival Interactive, the geniuses behind last year’s riveting-until-the-robots strategy gem Silent Storm.

Respect for the Dead

If a die-hard Heroes fan were to question Nival on taking over the game from the dear, departed New World Computing, he could not help but walk away pleased—at least with the company’s ideas for the game.

While the developers are reluctant to spill too many details this early, they’ve got all the right answers. Will the maps still be packed with resources, items, and goodies galore? Of course. Will there be subterranean levels on the sprawling maps? Sure thing. Will there be scads of maps, slews of creatures, and hundreds of hours of gameplay? You bet. Will you be able to toggle the hexes and movement info in the battlefields? Done. How about a map editor for creating your own scenarios? Already working on it. And will they be ignoring the debacle of HOMM4 and instead look to HOMM3 for inspiration? Thankfully, happily, a resounding YES.

All this happy retro news doesn’t mean that Nival is settling for a quick and dirty remake. One look at the astounding graphical update will clue you in to that. Gone are the flat 2D maps of previous HOMM games—this one features a rich 3D world that is bursting with life. It’s a surprising addition to the HOMM franchise, but not so surprising considering the source: The amazingly detailed Silent Storm engine was one of the highlights of 2004.

Fit to Fight

Gameplay will be classic HOMM fare, with your stable of heroes amassing armies and gathering experience as they charge about the map. The game will switch to the now-classic battle map mode for conflicts, and heroes will (unlike in the fourth installment) return to their rightful place behind the battle lines and not engage directly in combat. Again, the graphic update makes its presence felt, with robust and colorful combat animations giving the battles a more muscular feel than previous iterations of the game had.

With all this classicness going on, it’s nice to know that Nival still feels free to experiment. Along these lines, there are plans for five different online modes. As great as the HOMM games have been, their slower pace left multiplayer somewhere south of riveting. HOMM5 is slated to feature an “active-time” battle option that will speed up multiplayer games and not leave you sitting for huge blocks of time, waiting for your unseen opponents to battle hordes of NPC critters.

This game won’t be out until winter 2006…if Nival stays on schedule. That’s a long time from now and a lot can change, a lot can go wrong. That said, this is the turn-based game we simply cannot wait to play.

The 5 Essential Turn-Based

Strategy Games

X-Com: Ufo Defense

While you must develop, finance, and maintain a global alien-fighting organization, the heart of this game is its tense, gripping squad-based battles, with your teams battling an ever-escalating alien menace. A huge RPG component adds even more strategic depth. Oft imitated, never equaled, X-Com is the gold standard for squad-based tactics.

Sid Meier’s Civilization III

Until Civ IV, this is the best Civ ever. This version added even more depth (most notably in the effect of culture), more civs, more advances, and more wonders of the world to create an infinite number of play possibilities. The richest, most accessible 4X game is the definitive “just one more turn” time sink.

Heroes of Might & Magic III

Beautiful, sprawling maps are packed with goodies, dangling so many carrots on so many sticks that you’re compelled to keep playing and building your empire. Easily understood but challenging military face-offs where even pixies can kick your ass make HOMM3 the king of fantasy strategy.

Silent Storm

Released just last year, Silent Storm blows you away with incredibly deep squad-based action coupled with an intricate layer of RPG gameplay. The gritty WWII setting is spectacularly rendered in an amazing game engine that brings the world to life and makes the environment a crucial gameplay element.

Jagged Alliance 2

Aliens and unicorns just not your thing? Then Jagged Alliance 2 should be. Like X-Com before it, JA2 melds a metastrategy game with squad-based combat, only with a decidedly down and dirty feel as you command a squad of hardened mercenaries to liberate a totalitarian state.

Civilization IV

The world is your oyster

The videogame pooh-bahs of the world could excrete nothing but real-time games until the end of time, but as long as the Civ series exists, turn-based games will never be dead. The latest installment of this venerable series is slated for release later this year—but you already knew that, thanks to our exclusive preview last issue. Just as you also know the multiplayer, the A.I., the graphics, the structure of government and religion, and the combat are all getting serious upgrades. What don’t you know? Just how many hours of your life this time-chomping monster is going to consume. The answer: a lot. Start clearing your calendar now. We’ve basically set aside all of November, December, and January just for this.

WPUBLISHER: Ubisoft DEVELOPER: Nival Interactive GENRE: Strategy RELEASE DATE: Q4 2006; WPUBLISHER: 2K Games DEVELOPER: Firaxis GENRE: 4X Strategy RELEASE DATE: Q4 2005; WPUBLISHER: TBA DEVELOPER: Imaginary Numbers GENRE: MMO Fantasy RELEASE DATE: Q4 2006; WPUBLISHER: 2K Games DEVELOPER: PopTop Software GENRE: Tactical Military Strategy RELEASE DATE: September 2005

 

Q & A with Nival Developers on Nival's Forum 

Translated by Sikon   

Q: How would you define the main innovation of the project?
A: I think it is gameplay acceleration without loss of its quality or depth 8|.

Q: It means the same, but more compact and faster? Then how the words about improving the strategic component of gameplay should be understood? Doesn't it mean some scale, wide map view, thoughtful planning above the battlefield etc.? In short, what do you mean with "improved strategic gameplay"?
A: As said on the game site: "More flexible town development line will allow usage of various long-term schemes, and new possibilities in character development enhance your tactical arsenal. Unique distinguishing features of each race will make your gaming experience more diverse and brighter!"
I understand these are common words carrying no information, but it is everything we can say yet. Let the details be a surprise :).

Q: Will there be a random map generator or at least a map editor in the game?
A: Yes.

Q: Minimal and recommended system requirements?
A: The game is still in a stage of development when system requirements are not fully formulated.

Q: DVD or CD? (it would be optimal to have both)
A: At the moment it is too eraly to discuss the format of the product, since all minds are concentrated on development. :) But most likely Heroes V, as well as our other recent titles, will be released in both formats.

Q: What multiplayer modes will be available?
A: There will be the hotseat and some more modes. We'll tell the details a bit later, but I can say that multiplayer will become more dynamical, and there are several ways to prevent you from getting bored of waiting for the opponent to end turn.

Q: How many castles will there be?
A: 6.

Q: Will Sandro be back?
A: The game will feature both new heroes and heroes known from the previos games of the series. It's being discussed which.

Q: Will there be the swamp castle, the Fortress?
A: We'll announce soon what castles will be available besides the human castle and the Inferno.

Q: Is the "6 castles" thing fixed? Are you planning to add more in addons or during development?
A: Yes, there will be 6 castles in the game, and this number isn't going to be changed. It's too early to speak about addons.

Q: Will there be some balance between good and evil races?
A: The question is not quite clear :). I can say you will be able to play each race and decide for yourself which are good and which are evil :).

Q: Are you planning to implement a build tree in the castles, when some buildings prohibit construction of others? This concept existed in Heroes IV in rudimentary form, but it was never implemented quite right.
A: The town construction system will become more flexible, as a consequence giving the player more freedom in choosing the build order. It will allow filling the game with a number of different tactical schemes and will help less experienced players whose main problem is often the lack of resources.

Q: Will heroes participate in combat themselves?
A: Heroes of certain classes will be able to directly participate in combat.

Q: Are you planning to release a fansite construction kit including buttons, frames, backgrounds and the game logo?
A: A good idea! Maybe not soon, but closer to the game release we'll try to create such a kit.

Q: Will it be possible to include language packs in the game?
A: It's too early to talk about that.

Q: Number of skills, skill slots and grades (Basic/Advanced/Expert or also Master and Grandmaster)?
A: We'll explain the skill system in detail a little later. :) For now, I can say it was reworked... character classes affect their skills and abilities.

Q: Are there different attack and defense types? (In IV melee and ranged attacks were distinct.)
A: No.

Q: Will it be possible to use chains of troops like in III? Or are you planning to limit usage of such tactic?
A: It will be possible. 8)

Q: Can you only hire heroes of the race you play or any race?
A: Heroes of the castle's race are more probable to appear in it.

Q: How many unit types does each race have?
A: 7.

Q: How many upgrade levels will units have? (two like in Heroes III or more)
A: 2.

Q: Will there be an underground level?
A: Yes. 8)

Q: Will unit population grow every day or once a week?
A: Once a week - it wouldn't be interesting otherwise.

Q: Will an army be able to move without a hero?
A: No.

Q: Will the Heroes IV-like alternate creature build system be removed?
A: Yes, it will be.

Q: Are there people in the development team who participated in championships and tournaments for any Heroes game?
A: Most of the developers are experienced fans of the Heroes of Might and Magic series, many of them participated in championships.

Q: What is Heroes for most of them - singleplayer or multiplayer?
A: Everyone has their own preferences :), so we try to make both singleplayer and multiplayer have their own good sides :).

Q: Will the battlefield be expanded?
A: Battlefield size will vary based on sizes of the fighting armies.

Q: Will their be new unusual spells (besides defensive or dealing damage)?
A: Yes, there will be a wide variety of spells, including those neither offensive nor defensive.

Q: Do you really have free beer? And for what purpose?
A: Yes, we really have free beer 8|. For the purpose of drinking it in a good company :*.

Q: Can you clarify the random map generator/map editor issue? Your previous answer doesn't state which one will be implemented.
A: Sorry 8|. There will be both a random map generator and a map editor. A boy and... a boy :).

Q: Will there be a campaign editor?
A: It isn't decided yet.

Q: Somewhere in the news it was mentioned that Nival is also working on the Might and Magic universe. So this is the question: Are you planning to continue such a good idea as Might and Magic 6 [10? - translator remark] by the Nival company?
A: Nival is indeed working on the Might and Magic universe, for the Heroes of Might and Magic V universe is a part of it. Ubisoft is planning to create a single integrate universe of Might and Magic. Out further plans are a secret yet :p.

Q: Will we see beautiful drawn portraits of heroes and creatures?
A: Certainly! 8)

Q: How many creature levels will be in the game?
A: The question is not quite clear. o_O

Q: Will it be possible to edit units in the map editor?
A: Possibilities of the editor have not yet been discussed.

Q: What platforms will be supported, can we expect Heroes V being ported to GNU/Linux or Mac?
A: Such technical questions have not yet been discussed.

Q: Will there be combined artifacts?
A: There is no precise answer yet.

Q: Will heroes on the global map move immediately after clicking the mouse or only the path will be shown after the first click, without moving the hero? (It isn't clear from the video - if there is a second click, the cursor doesn't reflect it.)
A: The path will first be shown, otherwise you can get lost... ;)

Q: Will you be able, like in Heroes III, to perform all actions with mouse without touching the keyboard?
A: Yes.

Q: Do the developers read this forum, and will any of the proposed ideas implemented? Or do the ideas fall on deaf ears?
A: Of course, we read everything very thoroughly. Unfortunately, we can't reply as often as we want to... Concerning ideas - yes, perhaps some of them will be implemented, one way or another.

Q: Will caravans remain in the game?
A: No.

Q: Will it be possible to record replays to share your completed games with the others?
A: At this stage of development such options have not yet been discussed.

Q: Will unit stacks gain experience like in Heroes 3.5?
A: No.

HoMM V developers answer to questions by Heroic Corner

Translated by Ruuh_Allah from Ubisoft H5 Message Boards



Question: As we understood, the E3 trailer is the HoMM V startup movie. What is shown in it? Ordinary incident from daemon invasion recently started in human kingdom or a key moment from the fall of king Nikolai? And what's with that bone dragon who appeared in the end?
Answer: This trailer was designed especially for E3. It shows a fight between daemons and humans. It's not clear yet, whether the trailer will feature in the final version of the game.

Question: As it was already mentioned in Western press, in Heroes V dragons will play one of the key roles. At least, it's the prehistory of world in Heroes V. But how "real" will the dragons figure in Heroes V? Will they be units, you'll be able to get as a reward for some quests or will it be possible to hire them in external dwellings?
Answer: It's correct, dragons will be one of the key creatures and you'll be able to hire them. Whether or not you'll be able to get dragons as a reward for completed quests depends entirely on the fantasy of map designers.

Question: In Sermill's comments we finally get some clearance on sacramental expression: "Heroes won't directly participiate in battles. However, they'll feature in battles more than in Heroes III." (then there is excerpt from Sermill's preview which says that human heroes will be able to do direct damage while being invincible). The question is: what will be the corresponding skills (or abilities) for Inferno and Necropolis heroes?
Answer: We don't want to reveal everything just now, so we'll only say that Inferno hero will be able to appear on the battlefield not only to deal direct damage to enemy creatures.

Question: In the end of one of the gameplay videos that shows us heroes movement on the map, hero is levelling up. One can see that it's possible to choose between improving his skills or gaining new abilities. How are skills and abilites connected between themselves? Like in Heroes IV? - that is, for example, will you need at least Advanced Logistics in order to be able to get Pathfinding. And similar questions: will there be three skill levels (Basic, Advanced, Expert)? And won't the abilities have any levels?
Answer: Once again, currently we're unable to fully answer your questions. Yes, the skills will have three levels.

Question: It was said many times that the size of battlefield will depend on the size of battling units (stacks). But how the size will vary (minimum-maximum size)? What is the maximum number of units (stacks) that could fight for each side?
Answer: Battlefield can increase more than twice its initial size. We won't tell the precise numbers.

Question: In Western previews was mentioned mysterious Trailer Path, by which it'll be easier to locate opponent heroes and find out the size (strength?) of passing army? How will this "Path" work? Will it be simple represantations of horse's claws you'll be able to click on, finding out additional information on army? On what will the precision of this information depend (that is: will it depend on the number of "thieves guildes", some special heroic ability)?
Answer: You won't be able to click on path. Ability to define armies strength will come with your own experience .

Question: Sermill also said that there'll be 6 types of magic that won't be tied to races (a la Heroes III). On http://www.mightandmagic.com we long ago noticed small icons , and now it's clear that they refer to four types of magic. Let's try naming them:


Life Magic: improving your units (Bless, Morale, Mirth, Shield, etc.)
Death Magic: indirectly harming opponet units (Curse, Weakness, etc.)
Chaos Magic: dealing direct damage (Fireball, Chain Lightning, etc.)
Nature Magic: summoning units on battlefield (Summon ...)
The question is: what will be the two other magic schools?
Answer: Your version is closer to the truth .

Question: Types of resources will stay the same: wood, ore, sulfur, mercury, crystals, gems and gold?
Answer: You guessed correctly .

Question: By screenshots and videos we can deduce that the units in Haven will be: pikeman, archer, griphon, monk, swordman, cavalier and angel (with upgrades) - that is, human castle will be transferred from Heroes III with all it's units. Does it mean that in every castle there'll be 7 units?
Answer: We're currently unable to comment on this.

Question: Fabrice already said that "Fog of War" will be in Heroes V. But will it be optional?
Answer: Fog of War will be in one level - like in Heroes III ("shroud"). We haven't decided yet, whether or not it will be optional (that is, will it be possible in multiplayer to reveal all the map).

Question: In E3's demonstrations on adventure map Inferno's hero is without a horse. Does it mean that he "doesn't deserve" a horse? (On the other hand, why can't he use Nightmare from his own castle as a horse?)
Answer: The hero is very big (read: the Lord of the Deamons), so not even Nightmare is able to carry him.

Question: Judging by the E3's battle video, retaliation in battles is in the vein of Heroes III (at first the attacker strikes, then the survivors retaliate). Is it correct?
Answer: Correct.

Heroes of Might and Magic V:  Sir Mullich's Preview

by David Mullich

Heroes V E3 Preview

David Mullich was the Director of Heroes III, Armageddon’s Blade,
Shadow of Death, Heroes Chronicles and Heroes IV

During my annual pilgrimage to E3 (Electronic Entertainment Expo), I could not resist finding out how Ubisoft was doing with the game that was my love and labor for nearly five years.

Finding the Heroes V demo proved to be about as hard as locating Heroe’s grail object. The Ubisoft booth was tucked away in the corner of an enormous hall that was also home to the behemoth Activision, Electronic Arts and Vivendi Universal booths. Then, it took me several minutes to find the Heroes V display, which was set aside in a back corner, barely noticeable next to the attention-grabbing Peter Jackson’s King Kong theater. (Fortunately, there was a second demo station for the best turn-based strategy game of all time at the more prominent Games For Windows booth, where E3 adventurers are more likely to discover it).

Indefatigable Heroes V producer Fabrice Cambounet gave a short, well-rehearsed game demo to visitors, two at a time. Because the noise from nearby games was deafening, visitors had to wear headphones to hear Fabrice’s demo as he spoke into a microphone headset. When it was my turn to don a headphone, Fabrice asked me if I had ever played a Heroes game before. “A little bit,” I replied, then quickly glanced down to verify that my name badge was visible and wonder if he would recognize my name without me wearing Sir Mullich’s big floppy hat. If he did, he didn’t show it.

Fabrice began the demo on the town screen for the human faction, whereupon the camera began encircling the town, which was being rendered real-time in gorgeous 3D graphics. Heroes creator Jon Van Caneghem had long resisted the urge to take the Heroes series from the realm 3D because he felt that technology was not powerful enough to render artwork as beautifully as pre-rendered 2D artwork. Well, let me tell you, based upon what I saw, technology has finally reached a state where I think JVC would have been satisfied. Many of you old-time “Heroes” players will be pleased to hear that the color palette had been changed back to the cheerful hues last seen in Heroes 2, before I introduced the grittier “extreme fantasy” look of Heroes III and Heroes IV.

The town was a fairy-tale-style medieval village of about a hundred small houses, in the middle of which was a very tall sky-scraper-like castle with tall turrets built adjacent to the walls and elaborate structures sitting on top. After admiring the visual splendor, I began to wonder about gameplay. Fabrice described this as a “fully built town,” and as there were no user interface elements (buttons, icons, indicators, roll-over text) anywhere on the screen, I didn’t get any hints of what town construction or the build-tree was like.

I did see what appeared to be an Angel generator and another high-level creature generator on top of the castle, but where was the mage guild, black smith and grail structures? If the town included these buildings, was Ubisoft adhering to the Heroes design principle that you should be able to tell (or guess at) the function of an object just by looking at it? I worried that a lot of the turrets and structures looked indistinct.

Fabrice went on to say that as the player built up the town, more and more houses would appear around the central castle. While we did something similar in the previous versions of Heroes, there appeared to be many more dwellings in this fifth incarnation, and I wondered if the functional structures were too-tightly packed in a too-small portion of the screen. Granted, this was now a real-time 3-D game with camera zoom controls, so the functional portion of the town could take up as much or as little screen real estate as you choose, but the previous versions of Heroes had shied away from the idea of zoom controls on the belief that the camera should remain at an optimum, fixed position so that you always be shown everything you needed to see and interact with during that turn without worrying about zooming the camera to the proper distance.

My concern about camera placement and gameplay grew when Fabrice transitioned to the adventure screen, which showed the mounted hero waiting at the town’s entrance at a high zoom level that reminded me of the over-sized graphics in Heroes I.

Now, before I alarm anyone with my concerns, let me bring several caveats to your attention.

First, this was a demo made for an E3 audience, which consists of buyers and press who have a very short amount of time to be dazzled. So, I’m sure that everything shown was set up to be as visually impressive as possible and may not represent final gameplay.

Second, this is a work-in-progress. Fabrice said that the game would be released in Spring 2006, so there is still a year’s work to do on it. Much has not yet been properly adjusted or even initially implemented, and I have no doubt that Ubisoft will eventually undergo lots of gameplay testing, and they will adjust anything that they discover needs to be adjusted.

Third, watching a game being played is not the same as playing it yourself. You really can’t tell what works and what doesn’t until you spend time at the controls yourself.

Finally, making sequels is a tricky business, whether they are games, movies or books. To be successful, you need to make enough changes to make the sequel different enough from the original to make people want to buy it too, but without changing it so much that it loses what made it popular in the first place. Worse, technology and taste change over time, and what made the original successful yesterday may no longer be popular to the audience of today. Sometimes you guess right about what combination of changes will work (Heroes III, if I may be so bold) and sometimes you don’t (Heroes IV, anyone?)

Getting back to the adventure screen, the graphics were gorgeous. While the camera was zoomed in closer to objects than in the last few Heroes sequels, the graphics were also more detailed. The mountains had much more texture to them, the branches of trees swayed in the wind, and the lava pits glowed and flowed very realistically.

As I mentioned above, your army is still represented on the adventure screen as a hero on horseback and the town is still represented as a castle surrounded by a wall, although the castle’s details change as you build up your town. When you click on the adventure map, your route is still traced out by arrows (still looking very much like the solid-green arrows from Heroes II) following a hexagonal path.

As has been noted in other previews, the user interface has been reduced down to just a mini-map in the lower left-hand corner and an end-turn button surround by information screen buttons in the lower right-hand corner. Gone are the gold and resource indicators, buttons for quickly accessing your various armies and towns, and indicators showing what creatures your currently selected army consists of. The interface was streamlined “for simplicity,” but I wonder how having less information on the screen will affect the game’s strategic and tactical depth as you play it.

Fabrice first moved his army to a nearby windmill, which told me that the game still has resource generators. When the army arrived, a symbol representing the player’s forces appeared over the windmill to show that he now owned it. For the first time I noticed that this symbol also appeared on the player’s fluttering flag. Where player’s no longer represented by colors? No, the mini-map showed town and resource generator ownership by color. I then looked back on the symbols on the army flag and above the windmill and saw that they had a tinge of the player’s red color around them. I wonder whether the use of both a color and symbol will be as easy to “read” as just using a color to represent player ownership as in previous Heroes.

Fabrice then moved on to a treasure chest, which offered him a choice between 1500 gold and 2500 experience (if I recall the numbers correctly). He next went to an experience obelisk, at which he leveled up. As a Level 11 knight, he was offered a choice between two “Skills” (diplomacy and pathfinding, I believe) and two “Attributes” (logistics was one, I think). Fabrice said that the pop-ups were less wordy than in Heroes IV (a good thing, I say), although these particular pop-ups looked to me about as wordy as their Heroes IV counterparts.

As I looked at a nearby river as was pleased to note a whirlpool present, an (unmounted!) Inferno enemy hero approached and engaged me in battle. The game transitioned to the combat screen, which Fabrice said was incomplete and did not yet have the movement grid and battle options buttons found in previous versions of Heroes. I did note that there were stack numbers set in teal-colored boxes next to each troop on the battlefield.

For Heroes V, the heroes have been moved back off the battlefield and no longer participate in combat other than to cast spells. (That’s probably a good thing. Although I was the one who championed putting heroes onto the battlefield in Heroes IV, I’m not convinced that that actually added much to the game and perhaps even took away from it).

Each side had four stacks of creatures in its army. The humans had among it troops archers, griffins and cavalry while the flame-engulfed Inferno army had devils, hellhounds and two types of demons. The real-time 3D creatures were detailed enough that I think JVC would have been pleased, although things like helmets, shoulder guards, gloves and swords were over-sized for my tastes.

The armies were closer together than we have seen in previous Heroes; Fabrice said that when armies with fewer stacks fight, the battlefield is reduced accordingly to make battles go more quickly. I wondered how this change would affect the tactical distinguishments between walkers, shooters and fliers, as well as movement point balance, particularly with a mix of high and low-level creatures.

When battle commenced, I was reminded of the Playstation 2 version of Heroes, “The Quest for the Dragonbone Staff”. The camera would automatically shift to show a close-up of an attacker firing a weapon or hero casting a spell, and then immediately cut to show what happened to the victim. The camera placement was usually very good, and it felt more like watching a movie than playing a game, although the addition of a moving camera did concern me that it took away from the chess-like experience of previous Heroes games.

The creature and spell animations were all very good, although they had a feeling of being incomplete. Sometimes creatures popped into animation sequences rather than smoothly transitioning into them, and some of the spell effects seemed to be lacking start-up or end animations (like a puff of smoke when a creature was incinerated) that would made some spells more dramatic. I didn’t see any of the graphical icons we used in previous Heroes that communicated what the spell actually did (for example, a magical bolt being deflected off of a mirror to denote Magic Mirror).

However, the demo ended with a nice visual treat of a smoking bone dragon suddenly fly out of nowhere and land in the battlefield and blowing everyone away.

After Fabrice finished the demo, I quickly introduced myself to him, congratulated him on making such a magnificent looking game (which it is) and wished him well with the finished product (which I do). However, there were other people waiting to see the demo, and so my time with Fabrice was short.

While I did have some concerns about some of the design decisions I saw in the demo, I’m going to give Ubisoft the benefit of the doubt and keep my fingers crossed that next year we will have another great Heroes game to play.

 

Gamers Temple Preview:  HOMM V at E3

It’s been a little while since strategy gamers have had the chance to play a new Heroes of Might & Magic game. The turn-based fantasy series was known for providing gameplay that was simple on the surface but addicting and challenging to play. Well the long hiatus is over and fans of the original series can look forward to playing the newest incarnation of their beloved games in full 3D while those new to the games will have the chance to experience the pleasure of a Heroes of Might & Magic game for the first time.

The first thing that stands out when you see Heroes of Might & Magic V (HOMMV) is the stunning 3D graphics. The units, heroes, cities, and entire gameworld are rendered in full 3D with a level of detail never before seen in the series. You’ll be able to zoom in on structures, artifacts, monsters, treasure, and more, rotate the camera to view them from any angle, and examine the high level of detail of all of these objects. Resource locations appear abandoned and in a state of disrepair until they are captured, after which they return to life and become fully animated as they begin producing resources. Gone are the static, flat cities of the prior games, replaced by fully 3D cities that you can watch grow as they expand. The unit animations are also smooth and detailed, not only on the battle maps but on the over world map as well. Knight heroes work the reigns of their mounts as they gallop across the map, while demon heroes go into battle snorting fire and flexing their muscles. The 3D engine is also being put to good use to render some amazing looking spell effects and you’ll see the units react as they take damage in battle.

HOMMV will be more than the same old game with new graphics, though. Play is being smoothed so that it moves along at a brisker pace. As you move around the world map capturing treasure and resources, the game pops up visual cues to let you know what you’ve gained without requiring you to respond to a dialog box of text. When you must make a decision such as whether to accept gold or experience as a reward, you can make your choice and be on your way with a quick single click of the mouse. These and other touches mean that you’ll spend more time exploring, building your army, and fighting battles than you will responding to text messages.

Other changes are in store when you move to a battle screen. You can still play in the traditional manner, with units attacking in turn while moving across a grid overlaid on the local terrain. However, your heroes will be more active participants, not only casting spells but also moving onto the map to attack enemy units. You also have the option of using the new dynamic battle system to recreate more of a simultaneous, RTS experience.

While the game is still in an early stage of development, I was able to find out about a few of the game’s vital statistics. There will be six unique factions in the game, with a campaign for each of them and about 30 or so total missions. There will be over 40 different creatures in the game for you to recruit and fight. The game will also support multiplayer mode, with five different game types available. The game will also ship with a level editor so that you can create and share your own missions or campaigns. Look for Heroes of Might & Magic V early next year.

1UP.com Preview of Heroes of Might and Magic V
New publisher, new developer...new game?
by Bob McTague 05/24/2005

The original Heroes of Might and Magic hit store shelves all the way back in 1995. Now 10 years later, we're getting our first look at the fifth installment in the series -- Heroes of Might and Magic V.

Fans of the series are likely skeptical of Heroes V -- and rightly so. The award winning, previous installments in the series were developed by the now defunct New World Computing. Now, after purchasing the rights to the series, Ubisoft has employed the talents of Nival Interactive to take the helm. Thankfully, the folks at Nival are certainly no strangers to strategy gaming -- their resume includes the Blitzkrieg titles, Etherlords and Silent Storm, to name a few.

At their core, the Heroes games are turn-based strategy games with the goal being to raise an army, take over other towns on the map and eliminate all other players. In the game play department, Nival is taking the "if it ain't broke, don't fix it" approach to development. From what we were shown, unless you were told beforehand that Heroes V was being developed by a different team, you probably couldn't tell. Players still take turns moving their heroes, capturing mines, raiding towns, picking up artifacts and fortifying their own castles. This is definitely the same Heroes game play that fans know and love.

The biggest and most obvious difference in Heroes V is the game's move from a 2D landscape to a fully realized 3D world. Everything in the game, from the heroes themselves to the towns and scenery, is beautifully detailed and animated. At any time you can spin the camera around or zoom in on strongholds, artifacts, groups of monsters, and so on. During battles, the camera now moves into position to give you a much more cinematic view of the fight, highlighting the incredibly detailed models and spell animations. Overall, we came away quite impressed by just how great the game looks.

While the mechanics are essentially unchanged, the new development staff is making some minor changes to the overall style. First and foremost, things have been sped up a bit. For instance, in the previous games, when picking up ore on the map, a screen would appear confirming what you just received. In the new Heroes, you see a brief image of the item with a number denoting how much of it you picked up. All of this was done as an attempt to cut down on the amount of clicks necessary to get your turn done, and will hopefully enable gamers who haven't had experience with the past games to jump right in and not be put off by the complexity.

Another change is in the game's multiplayer mode. Players waiting for their turns are now in a sort of ghost mode. These players aren't able to pick up items or attack creatures and towns, but they can, in essence, spy on the player whose turn it is and do things to make that player's turn more difficult.

Six total races have been confirmed for the final game, five being from previous installments and one being entirely new. In addition, there will be more than 40 creatures that can be recruited and, of course, tons of different heroes. The overall interface wasn't available for viewing in the E3 demo, but we're told the final version will remain true to the Heroes style.

Though the new team certainly has their work cut out for them trying to match the success of the previous games, it looks like the Heroes series is back, and dare I say it, looking even better than before. We'll know for sure when the game is released in early 2006.

Inside Gamer Online Preview By Kevin VanOrd | May 21, 2005

It was only a matter of time before Heroes of Might and Magic fans were led into the world of 3D. At this year's E3, we had a chance to talk to Ubisoft's Fabrice Cambounet to see how HoMM V is shaping up, and we came away surprised at just how solid the engine and mechanics are coming together.

The turn-based portions of the game are played from the adventure map, using movement point the player has earned. Cambounet showed us various goodies scattered around the map, such as treasure chests that lets the player choose a reward of gold or experience. He also built several windmills, which are used to collect the game's three types of resources. RPG elements allow the player to level their heroes up and buy skills, spells, or special abilities. To demonstrate, he invoked the pathfinding skill, which allowed the hero to move to his destination faster than before. There will be four races with two heroes each, making eight playable heroes total.

The other portion of the game consists of turn-based battles, which take place in a more traditional TBS/JRPG combat view. Once he entered battle, Cambounet cast several spells, including an impressively blazing fireball spell, and then summoned a griffin to do some of his dirty work. In fact, all of the effects and environments were downright impressive, featuring vibrant, lush environments, and a unique setting for each of the four races. Cambounet confirmed the existence of human and demon races, but was tight-lipped about the others.

Cambounet promises plenty of surprises in store for us in the series' first venture into a fully 3D engine. Inside Gamer Online is willing to bet that longtime fans will be more than pleased with Ubi's progress to date, and will bring you more information on Heroes of Might and Magic V as it develops.

By,
Kevin VanOrd

Gamespy Preview By William Abner | May 20, 2005

A fan's dream come true -- old-school Heroes of Might and Magic goes 3D.

Spiffy:  Brings back the gameplay from Heroes III with amazing 3D graphics and sound.

Iffy:  It looks great on the surface, but we'll have to wait and see how competent the AI is.


Heroes of Might and Magic fans begged and pleaded for a 3D version of Heroes of Might and Magic III. What they got back in 2002 was the fairly disappointing Heroes of Might and Magic IV. It's been three long years since the series went into hibernation with the collapse of former publisher 3D0, but the franchise is looking to make a major comeback when Ubisoft and developer Nival Interactive release Heroes of Might and Magic V early next year.

Nival is best known for its very good turn-based strategy series, Etherlords. Having already worked on turn-based strategy games, Heroes fans can breathe a bit easier knowing that the series is not trying to branch off in a different direction; in fact, it is doing just the opposite. Nival is going back to the Heroes III design and plopping it into a breathtaking 3D world. Seeing the game on the show floor, it was an amazing experience to see how stunning the Inferno faction's city looked (think Mordor) or how detailed a fully developed Knight city looked. It's a Heroes fan's dream come true, at least aesthetically.

The combat actually reminds you of Etherlords, only it looks a whole lot better. In the combat demo we saw, a Knight Hero battled an Inferno Hero and it was a spectacle of light, spells, and fantastic unit animation. To see the Griffin unit vanish from the screen for a turn in preparation of its dive attack, and then to rapidly swoop down unexpectedly on a stack of enemy Nightmares … it's just something that fans of the series will have to see to believe. On top of that, Nival had the people viewing the demo wearing headphones and the sound during combat was outstanding.


The game isn't just a rehash of Heroes III, either. There are new features, such as Hero Trails, which will make heroes easier to track, a lot of new skills (which are still being worked on at the moment), and the fact that you only get one hero per faction, but as you play a scenario you can customize him as you see fit. (You can recruit more than one hero but there is only one archetype per faction.)

The game will ship with six campaigns and 30 individual missions, as well as multiplayer support for LAN, Internet, and hot-seat. While only two of the factions have been announced (Inferno and Haven, aka Holy Knight) Nival says that three of the other factions will not surprise anyone but the final one should surprise a lot of people. (We prodded and poked and tried everything we could but they wouldn't say what it was.)

Heroes V was definitely one of the bright spots of the show for us, and we'll certainly keep an eye on its development. Long-time fans of the series are finally going to get what they have asked for, and hopefully it all comes together as planned because turn-based strategy fans don't have a lot to choose from these days.

Fragland Preview: Heroes of Might & Magic V previewed by Doccie

 

Heroes of Might & Magic is a series that has been around for a long time already. 

Ubisoft decided to make a fifth game for Heroes of Might & Magic, after New World (former developer) shut down.

New World always wanted Heroes of Might & Magic to stay loyal to the original concept of the game. However, Ubisoft is now working things out a little different, with new and useful addons, like 3D-elements. The city view is now completely in 3D and also the fights are animated with a 3D-animation movie. Mix this with some nice light effects and you know you're dealing with a very good-looking game!

Good news for the less experienced players, since Ubisoft also changed the interface so it's less hard to find your way around the game. With the Trailer Path (also a new addition), every player will leave his mark behind so it's easier for other players to find the enemy. You can tell the strength and size of the enemy's armies by the depth of this Path.

There are a few changes on the battlefield itself as well. The size of battle area now depends on the size of the armies, so it's much better for those who don't like marching around, searching for the opposing army. This should result in quicker battles.

Last but not least, the multiplayer mode now has an additional 'fast mode', that will run much faster then the traditional multiplayer mode. Multiplayer games sometimes used to last for hours. So if you just want a quick battle before supper, you can start up the fast mode and be finished in only about 15 minutes.

Fragland hopes this new game will breng a new and refreshing touch to the series, and the tbs-genre with it. But will Ubisoft succeed in accomplishing this mission? You'll have to wait until 2006 and find out for yourself, when this title hits shelves !

Gamers with jobs

E3 Day One

Elysium-Wed, 05/18/2005-11:28pm

 Heroes of Might and Magic V - While I hate to start off with it, the graphics were there in full and wonderful. All 3D and beautiful. Not just the engine, which seemed fairly competent, but the art direction was simply gorgeous. Not the "shiny megabumps OMG" gorgeous, but the feel of a well painted picture gorgeous. Now the encouraging gameplay news is that they seem pretty committed to not screwing it up. It's still HoMM in almost every gameplay detail, which pleased me greatly. My ears perked up however when I heard the dreaded "easier to play, more appealing" line from the dev. So I pressed him on it and it turns out they intend to make the interface easier to use and simpler to make the game go quicker. They seem pretty dedicated to keeping it HoMM and changing the gameplay as little as possible, and using a good UI to make it easier and faster to play. For instance, in combat you can turn on "dynamic battles" which sets a time limit on your turn. It's still the same turn based combat, but now you have to make decisions in a limited time span, which could speed up multiplayer tremendously. Also the size of the battlefield scales with the armies involved, so two small armies facing off meet on a smaller battlefield, in order to resolve the battles more quickly. The basics were there, it looked gorgeous and it seemed they were committed to keeping the HoMM gameplay intact. So far what I've seen has me satisfied, though it's still at least a year off which leaves plenty of time for things to change.

Gamespot

By Andrew Park, GameSpot  POSTED: 05/18/05 12:00 AM

 Ubisoft will be showing off the next game in the Heroes of Might and Magic strategy series at E3 2005. Heroes V will be the first game in the series that is not developed by the now-defunct New World Computing. Instead, this new game is in development at Nival Interactive, the Russian studio responsible for such games as Silent Storm and Etherlords. Like its forebears, Heroes V will be a colorful turn-based strategy game that takes place in a high-fantasy world of griffins, knights, and dragons. However, unlike any other Heroes game before it, Heroes V will be a fully 3D game. That's right; the next game in the series will use 3D polygonal graphics to represent its lush overland environments, its huge towns, and its many hero and monster units.

We were able to watch a very brief gameplay demonstration that revealed a number of details about Heroes V. To begin with, we saw an early version of what a fully upgraded town will look like for the "human" faction (apparently the new name for the original castle/knight faction). These developed towns will have a huge central castle surrounded by familiar structures like a griffin aerie and mage towers, while less-developed towns will appear as just that, even on the overland map. The 3D graphics will come complete with a 3D camera that will let you zoom in on various features on the overland map, such as waterwheel mills, which, like in the previous games, will yield resources when captured but will also spring to life and become animated once you or someone else has claimed them.

From what we've seen so far, overland map exploration in Heroes V will be very similar to what it was in previous games. You'll lead your hero's army across the land on a path lit by a series of green arrows, which will mark the extent of your reach this turn. You'll be able to recover artifacts, such as a pair of magic shackles, and pick up treasure chests full of gold that can be added to your coffers or donated to the local peasantry in exchange for bonus experience. Gaining enough experience, either through recovering treasure or being victorious in battle, will let your hero character gain a level and learn an additional skill, including classic skills like pathfinding and mastery of different schools of magic, along with new skills that have not yet been revealed.

Of course, the heart of the Heroes series is combat, and while the battles will be staged with colorful 3D graphics, they seem like they'll retain the spirit of the classic Heroes games. We were able to witness a battle between the human faction and the inferno faction (the demons from Heroes III). The demonstration we saw took place on an open field map, and, according to Ubisoft's Fabrice Cambounet, the game will let you place hex squares on the map to track your units' movement. Also, combat will continue to be about strategic decision making, unit placement, and matching up the strengths and weaknesses of different units against each other. On the battlefield, we were able to see traditional inferno creatures, like nightmares and devils in action, along with traditional castle/knight units like cavalry, griffins, and archangels. Top-level units like archdevils and archangels seem just as devastatingly strong as they were in previous games. This particular battle was won by the humans. The archangels mopped up after the battle was over, but at the very end, a skeletal dragon swooped down on the battlefield for some reason and decimated the survivors. Cambounet suggests that unpredictable events like this will take place in Heroes, which should make battles even more interesting.

Other details about Heroes V remain sparse at this time. There will be a total of six playable factions in the game, including the humans, the inferno, and four other factions, which, according to Cambounet, will include some that "should be familiar to fans of the Heroes series," as well as one all-new faction. Siege combat--that is, battles waged in and around towns--will apparently take place on very large maps and will look "very impressive." The team is also planning to add in an optional, alternate setup for combat that will resemble the "timed initiative" system of most console role-playing games, in which each unit will have a continuously filling time meter and will be able to move or attack once its meter is full. Cambounet also made sure to point out that the game will have the highly requested feature of hotseat support, as well as an all-new mode that will apparently let you play through a session in 15 to 20 minutes (though exactly how isn't yet clear). Heroes V is scheduled for release later this year. Stay tuned to GameSpot for more updates from E3.

My HoMM5 review, by Platypotumus

 Ok, words of caution, this review kind of sucks. There was a small crowd, and the speaker wasn't nearly loud enough, but I watched him play through the demo, and here's what I thought:

The trail from armies is actually kind of cool. From what I heard, it sounds as if bigger armies leave longer trails (or trails that stick around longer), so their passing is a bit easier to follow. Makes sense, and seems like a neat and logical addition, as large armies SHOULD leave some sort of trail behind.

The adventure map does zoom out pretty far. I'm not sure if he zoomed out as far as humanly possible or not, but he zoomed out far enough to appease me.

On the other hand, you can zoom in ludicrously far, if you're into the pretties. You can zoom such that an artifact on the ground fills the entire screen.

Speaking of the pretties, I don't like the new city designs. It's kinda like when games first went 3D, and everyone made 3D shit just to make 3D shit. There's a lot of graphics technology at work on the cities, not a lot of art.

Also, going into city view took a huge load time. I hope there's some way to manipulate city stuff without loading that up, or it's pretty shitty.

I was disappointed that the demo didn't include any look at hero stats screens or city stats screens. No buildings were built. No artifact manipulation occurred (he picked one up, but I never saw what it did, looked like the old Shackles of War).

There's a lot less numbers on screen overall (or were in the demo). Totals for the stacks were the only numbers I saw ever (with a +X during a res spell and a -X during an attack). No damage numbers at the bottom of the screen. I didn't see any helpful sub windows with attack/defense ratings, speeds, etc.

On the other hand, that was likely (hopefully) for demo-prettiness purposes, or for UI-incompleteness reasons.

The thing that scared me most, was it looked like the battle may have been resolving itself. He was talking, and occasionally he would click, and stuff happened. I didn't see any movement shadows anywhere, and the cursor was never changing in a context sensitive manner. The cursor was always along the bottom of the screen, and he just would ocassionally click as he talked, and suddenly the archers fired or the demons attacked or whatever. Having demoed before, it wouldn't surprise me if it was all rigged like hell so that the demo would work exactly the same every time, but I was still a little scared.

Battle stuff:

Gryphons have what appears to be a harpy-like attack, but kinda more like Kaine from FF4... they skip a turn as they fly off screen before divebombing the enemy.

Angels can res.

The archer thing seemed to hit multiple targets.

Heroes have various abilities they can use, but seem to once more be at the sidelines rather than have hitpoints and such.

I think that's everything. Only saw creatures from castle/inferno whatever.
----------------------------
The only interface I recall seeing at all was the treasure-chest pick up and level up UI and in the bottom right hand corner of city view there were various buttons with Icons, one was obviously for choosing a building to build, and one was for leaving city view, not sure about the rest.

I tried to remain optimistic that this was to maximize prettiness for demoing or simply due to unfinished UI.

As far as the 3D motion sickness goes... I doubt it would be an issue. Possibly in city view (when entering the camera kinda swings around showing off the castle, but I think I heard him say that it was skippable). On the adventure map and battlefield, the camera remains pretty much overhead looking down (though you can probably move it around a lot if you want to).