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Archived
Review
Might
and Magic 7
Just
over a year ago I was deeply immersed in playing Might
and Magic 6: The Mandate of Heaven. Anyone who attempted
to talk to me was likely to get a blank stare, or, if
I responded at all, be told "Can't you see I'm
saving busy the world?!" Now New World Computing
has done it again with the seventh installment in their
venerable Might and Magic series, For Blood and Honor.
Sticking to the formula that garnered high praise, award
nominations, and excellent sales for M & M 6, For
Blood and Honor delivers another huge world, more of
the same addictive gameplay, and the potential for total
zombification of the player after several days without
sleep.
Players
of M&M 6 might recall rumors about Queen Catherine
having left Enroth to attend her father's funeral in
Erathia shortly before King Roland's disappearance.
In Heroes of Might and Magic 3, we learn that with the
king dead, Erathia is experiencing civil war and other
upheavals of all sorts as various factions vie for power.
In addition a powerful lich is leading armies against
Queen Catherine as she tries to restore order to the
land. As it turns out, this lich is actually Catherine's
father, slain by the enemy and resurrected into undeath.
Eventually, good prevails, King Gryphonheart's soul
is laid to rest, and the land settles into a fragile
peace. Might and Magic 7 picks up the story here. As
the game begins, your party has just arrived at Emerald
Island to participate in a scavenger hunt, with the
deed and lordship of Castle Harmondale as the prize.
You are met at the docks by a woman who briefly explains
the contest and joins your party as a sort of tour guide,
explaining what can be bought at various stores and
how things work. While this mini-tutorial is nicely
worked into the story, and may be helpful to new players,
for veterans of Might and Magic 6, it's really not necessary
and quickly becomes annoying. Fortunately, it only takes
a couple of mouse-clicks to turn it off. After winning
the contest, you're given a ship and set sail for Harmondale,
a pleasant village located between Erathia and the elven
regions of Avlee and the Tularean forest. Arriving at
your new home you discover that being the lords of Harmondale
might be more trouble than you bargained for. Not only
have goblins taken up residence in your castle, but
it turns out that Harmondale is sitting right in the
middle of contested territory. And, of course, the citizens
of your land have missing relatives that need locating,
treasured keepsakes that have gone missing, and all
sorts of other tasks that you're just the person to
complete.
Though
M&M 6 made great advances over the earlier Might
and Magic games, M&M 7 looks strikingly similar
to its predecessor. Considering it was in at least the
initial stages of development before M & M 6 was
even released, this is not surprising, yet I was a bit
surprised by exactly how similar it is. Of course, there
are some differences and new features, but from character
creation on through the rest of the game, the basic
look of For Blood and Honor is almost identical to that
of The Mandate of Heaven.
Character
creation works just like it did in M & M 6, and
should also be a cinch for any veteran RPGer. Basic
statistics for might, intelligence, luck, etc. are assigned
to each of your four characters based on race and class,
and can then be modified from a pool of bonus points.
Each character starts out with four skills appropriate
to his class, two of which are preset and two of which
you can choose. Character portraits and voices can also
be adjusted to your liking. Those who found the digitized
photograph character portraits of M&M 6 a bit strange
should be pleased to know that M&M 7 uses hand drawn
images instead, though the characters still make some
rather goofy faces now and then.
While
the player characters and NPC population of Enroth were
almost totally human, in your travels through Erathia
you will visit several areas with significant non-human
populations. From the Elven population of Avlee, to
the Dwarves of Stone City, there's quite a lot of variety
among the citizenry. There's even one area with friendly
golems wandering around. So it's only reasonable that
M&M 7 has added three new player races to choose
from,- Dwarf, Elf, or Goblin- each with its own advantages,
disadvantages, and characteristics. Dwarves, for example,
tend to be strong and hardy, but a bit slow.
In
addition to the new races, For Blood and Honor also
adds three new character classes. The Monk is a martial
artist who excels at unarmed combat, staff fighting,
and evading enemy attacks- basically any of the skills
that involve little or no armor, and precise control
of his body. He can also learn a few of the lower-level
body, mind, and spirit spells later in the game. The
Ranger is a sort of jack-of-all-trades, competent with
a variety of weapons and armor, but especially handy
with the axe. He can also learn all of the miscellaneous
skills to some degree, and cast spells from all schools
except light and dark. (The manual's skill chart shows
that the Ranger begins the game with Basic ability in
all the magical schools he can learn. However, this
appears to be a typo. In actuality, he begins the game
with no magical skills and cannot gain them until after
his first promotion, to Hunter). Finally, the thief
is good at...well...thieving. With a limited choice
of weapons, and access to only the most basic spells,
the thief is nonetheless a handy addition to any party.
With the highest Disarm Traps skill of any class, and
the Stealing ability for extra loot, he's certainly
a nice companion for those not overly worried about
the niceties of laws and ethics. The Knight, Druid,
Sorcerer and other classes familiar from M&M 6 make
a return as well, bringing the total number of choices
to nine.
New
skills such as Stealing, Identify Monster, and Unarmed
combat have been added to complement the new classes.
The new Alchemy skill means that while any character
can make a basic single-ingredient potion, only the
Druid can make the black potions that permanently raise
statistics or provide other ultra-powerful advantages.
(Potion formulae no longer have to be determined through
trial-and-error, since recipes are now available at
Alchemist shops- though the prices can be fairly hefty).
For characters with a high Perception skill, hidden
doors and buttons will now glow red. Skill advancement
works slightly differently than it did in The Mandate
of Heaven. While a M&M 6 character could advance
to Master level in any skill he knew, advancement is
now limited by class. A third level of skill proficiency,
Grand Master, has also been added to the game. As an
example, the Sorcerer can learn both the Dagger and
Staff combat skills, achieving only Expert proficiency
with the dagger, but Mastery of the staff. Of course,
the real power of a Sorcerer is in his spells- this
class can receive a Grand Master rating in all his magical
school skills. The skills interface has also been tweaked
just a little to show what level of expertise a character
can achieve, what sort of proficiency he'll be eligible
for with his next promotion, and how many bonus points
from magical items are added to the skill. While the
spell listing is fairly similar to that of M&M 6,
the new proficiency system does slightly change the
manner in which spells are learned.
Class
promotions work in the same basic way as they did in
Might and Magic 6, with one slight difference. The final
promotion is now based on whether you have chosen good
or evil in the game's branching storyline. Rather than
a Knight simply being promoted to Cavalier and then
Champion after completion of the appropriate quests,
an evil Knight will instead receive the rank of Black
Knight after his second promotion. While in most cases
the skill sets remain the same for both good and evil
characters, there are a few exceptions. Only evil characters
may learn Dark magic, while only good characters may
learn spells of the Light school, for example. Though,
taken individually, these are all fairly minor changes,
as a whole they certainly serve to make the classes
much more unique and interesting, which I felt really
enhanced the game. Now a Sorcerer really is the magical
powerhouse, and pretty much useless at hand-to-hand
fighting, even more so than in M&M 6. And there
are certain traps that are likely to always get you
unless you have that trusty thief along. Having a Cleric
that really has the restrictions and advantages a Cleric
can certainly add to the role-playing aspect of the
game. Your Cleric can't suddenly have an identity crisis
and decide to act like a Sorcerer instead- though seeing
Conor the Cleric in drag as Caitlin the Sorceress might
have been fun.
Unfortunately,
all this specialization has a definite downside. Since
you can only have four characters in a party, you can't
possibly have the very best class for every skill. This
is, of course, fine up to a point. What fun would it
be if there was no challenge, no moments of wondering
"Is this trap going to blow up in my face?"
Having to make tough choices and compromises I don't
mind. But the problem is that certain skills are almost
essential to completing the game. There are at least
a few potentially important spots reachable only with
the Fly or Jump spells. When you need to travel great
distances, doing so without Fly, Town Portal, or Lloyd's
Beacon can be rather time-consuming and frustrating.
Sure, you can buy scrolls, but they aren't always available
when you need them. I don't recall seeing a Jump scroll
during my entire game. Trapped chests need disarming
quite frequently, and even if you decide to forgo the
gold and treasure in some of them (and who wants to
do that?!), certain quest items have to be taken from
chests. So, this tends to limit some of the role-playing
freedom of the game, making character creation, especially,
a nightmarish numbers game.
But
can't you just ignore all that and pick a party you
like, you ask? Well, maybe. Having played M&M 6
I did have some idea what would make a good, balanced
party, and selected accordingly, (though I think my
choices would have been similar even if I didn't have
that prior experience). As for skills, I looked at the
racial statistics and glanced at the skills table, but
mainly just picked the things that I thought would be
useful. Imagine my surprise when I later realized that
my trap-disarming Archer could not achieve even Expert
proficiency in Disarm Traps until after being promoted
to Master Archer, which requires an especially dangerous
quest. And she was the best of the bunch, so there wasn't
even an opportunity to start building up a different
character's skill. At one point I purchased the Dodging
skill for my Knight, because it was available to him
and seemed like it might be useful. Only later did I
learn that this skill only works when a character is
wearing no armor. Hmm. Magical plate armor or the occasional
dodge? I think the answer is obvious. So, maybe I should
have read those skill descriptions a little more carefully,
but who wants to spend an hour weighing and balancing
skills instead of getting into the game? However, if
you simply pick the characters that appeal to you, you're
likely to run into the same sort of problems I did-
either getting stuck with a character who can't do what
you need them to do, or having to start building up
that skill on a different character in the middle of
the game. While I can't say it's impossible, because
I haven't tried it, I'd imagine that trying to get through
the game with a party of, say, only Monks, would be
pretty darn difficult. So if you have your heart set
on role-playing a group of pilgrims or an adventuring
brotherhood of paladins, you might be in trouble.
Like
that of M&M 6, For Blood and Honor's storyline is
fairly simplistic, and can, at times, be downright confusing.
More than once I received information about a quest,
problem, or character, and had no idea what was being
referred to. However, for the most part, the story accomplishes
its purpose quite well, and really shines on occasion.
As I mentioned briefly earlier, M&M 7 has a branching
storyline, which I found to be one of the most effective
parts of the game. Though you start out as a neutral
party with no particular alliances or loyalties, living
in contested lands eventually forces you to start making
decisions. Regents from the two areas wishing to claim
Harmondale arrive at your castle with invitations to
visit their rulers. This starts off a whole chain of
events with you right in the center of them. After visiting
these areas, you must decide whether you wish to support
a particular claim or "play both sides." As
you travel from kingdom to kingdom gathering information,
messengers occasionally appear with scrolls bearing
the latest news. During my game, at the same time that
I was attempting to deal with all this, an old decision
came back to haunt me, causing additional difficulties,
which made for quite a lot of excitement and suspense.
Eventually, this storyline builds up to the big decision-
good or evil. In addition to causing a nifty color change
to your interface (see screenshots), this decision effects
how the rest of the game will play out. Some NPCs may
react to you differently, your quests will be different,
and, of course, you future promotions will be set. As
an especially nice touch, some of the quests for both
good and evil are the same, but from the opposite perspective.
For example, one good quest has you rescuing a kidnapped
woman from a villain's tower and bringing her home.
The evil counterpart to this quest involves helping
with the kidnapping.
As
mentioned, the basic interface and gameplay of Might
and Magic 7 are remarkably similar to that of M&M
6. However, these too have been modified just slightly.
The active spells display is a tiny bit different, with
light-up icons for the active spells. The auto-notes
book now records the location of Master and Grand Master
skill trainers, which is extremely helpful, though I
would have like to see Expert teachers included as well,
for those times a character needs to go back and get
their Expert training after a promotion. There is also
a nice history book that gives general background about
Erathia and its conflicts, which is updated with your
important deeds by a historian you meet in the course
of a quest. Probably my favorite new feature is the
card game ArcoMage. Part of a quest, this Magic: The
Gathering-type game can be played at any tavern in the
land, with each one having its own win conditions and
prize. It's amazingly addictive, and I continued to
play periodically even after I'd finished that particular
quest, just for fun or when I needed a break from adventuring.
If the Might and Magic 7 message boards are any indication,
I'm not the only one who thinks NWC could have a winner
with a stand-alone release.
Combat
in M&M 7 is real-time, with an option to switch
to turn-based by hitting the space bar- a very helpful
feature if you need time to think. A movement phase
has been added to turn-based mode allowing you to move
a short distance without having to constantly switch
back to real time when you wish to adjust position.
Since For Blood and Honor takes place in Erathia, the
same land as Heroes of Might and Magic 3, and NWC has
been progressively strengthening the ties between the
two series', all the creatures in M&M 7 have been
redone and are now consistent with the Heroes 3. Creature
AI appears to be fairly non-existent. While occasionally
a group of creatures will appear to cooperate, or will
use spells effectively, generally they seem just smart
enough to try to kill you, and to run if they are getting
low on hit points. Stupid creatures or no, some battles
can be exceedingly difficult. Certain creatures can
take a good five minutes of real time to kill, which
gets frustrating when you're in a dungeon with dozens
of them. After dying for the twentieth time, some of
the battles really start to feel more like work than
fun. Usually some sleep or a few games of ArcoMage will
have you refreshed and anxious to get back to the fray,
but be warned, this is a pretty combat-intensive game.
Also, respawn rates for many areas are shorter than
in M&M 6, which means even more combat, but also
a chance to gain more experience and treasure. (Respawn
rates for treasure lying around on the ground are also
quite fast, especially at the beginning of the game-
in fact, there were a couple of times I could have sworn
it was raining gold and medicinal herbs).
There
seems to be a bit more variation in terrain than in
M&M 6, and certain areas have a very distinct look
to them. The city of Pierpont, for example, is built
on stilts. In the Bracada desert, most buildings are
located atop cliffs and ridges, making it necessary
to use teleporters to get around. Another area is completely
underground and has rivers of lava running through it.
A couple of areas at the end of the game are especially
unique and interesting, and I wish I could tell you
more, but I'm afraid I really can't go into detail without
giving spoilers. The major castles may now be fully
explored, though doing so is likely to get the guards
upset unless you are invisible. Boarding a ship now
requires going onto the deck. Fruit trees now provide
actual apples instead of placing food directly into
your food total. (I found it handy to carry a couple
around as an emergency supply in case you run out of
food unexpectedly). Trees also change color depending
on the season, though it never seems to rain or snow.
Most all of the weapons, armor, and other items have
gotten a makeover, and generally look nicer. All-in-all
there seems to be a bit more detail and variety to the
scenery, terrain, and items, though the indoor dungeons
aren't nearly as individual as they were in M&M
6.
Despite
the addition of 3D accelerator support, the basic quality
of the graphics in For Blood and Honor seems pretty
similar to that of M&M 6, though running in 3D does
provide some nice atmosphere, with attractive lighting
effects and other goodies. Creatures are still pre-rendered
sprites, so the 3D acceleration does little to improve
them, and, in fact, tends to make them look a tad blurry.
The general scenery draws nicely, though trees and other
objects do tend to "dance" slightly when you
are walking past them. The creatures tend to look a
bit sharper in software accelerated mode, but there
is also some minor artifacting and pixelation noticeable
in walls, mountains, and other large objects. Either
way, I couldn't get the creatures to look nearly as
nice as those in the screenshots on the box, no matter
how much I fiddled with the controls. (I suspect those
"screenshots" may actually be either from
an earlier build of the game or artist's conceptions,
since one of them features minotaurs that look nothing
like those in the actual game).
Sound
in M&M 7 is generally of good quality, though the
creature and other sounds vary in their effectiveness.
At times, the sound effects really work well to add
atmosphere. At one point, I was wandering down a dim
hallway, listening to the grunt of behemoths echoing
through the corridors, when suddenly a trap went off
with a loud metallic clunk, sending me about two feet
straight up off my chair. And this happened several
more times, even though I knew the silly thing was there!
Other sounds are fine, but not especially impressive,
while a few are downright annoying. The fanfare sound
that indicates changing from real-time to turn-based
combat gets rather old, as does your characters' endless
repetition of the same phrases. The music, however,
is absolutely great, and one of the best game scores
I have ever heard. While a couple of pieces get a bit
irritating, for the most part, the music is pleasant,
not overly distracting, and appropriate. While I usually
turn game music off within about two minutes of starting
play, I actually let M&M 7's score play for the
entire two weeks I spent with the game.
Might
and Magic 7 ran quite smoothly on my system and load
times between areas were mercifully short, though they
seemed to get slightly longer after several hours of
play. (Fortunately there several different attractive
load screens to look at while you're waiting). Though
I didn't encounter any bugs such as broken quests, missing
items, or things of that nature, I did experience a
handful of lockups and crashes. These all occurred after
many, many hours of gameplay, and often seemed to happen
when I attempted to play ArcoMage. Also, if I alt-tabbed
out of the game, the screen would flash like a strobe
light when I returned, forcing me to quit and restart
to get it back to normal. This made getting screenshots
a rather time-consuming process. (See what kind of trouble
I go to for you, dear readers?)
There
are a few other problems which, while perhaps not technically
"bugs", are certainly irritating. During outdoor
battles, targeting a creature near a tree is almost
impossible, since no matter how carefully you maneuver
the mouse, the game insists you are targeting the tree.
This is especially troublesome if you are casting certain
spells or using certain wands. I don't know how many
times I fried my entire party with a fireball by targeting
a monster that magically turned into a tree at the last
minute. NPCs wandering around towns tend to stop right
in front of you whenever you draw near, so that you
can chat with them without having to chase them down-
which sounds reasonable enough. However, if you aren't
interested in conversation, you're forced to back up
and go around them, which is simply a minor annoyance-
hardly worth mentioning- until you visit some of the
cities in the game. In one town, a misstep can plunge
you into molten lava, while in another you can fall
to your death from a great height. In the dwarven Stone
City the hallways are extremely narrow, so running into
an NPC or two, while not fatal, often means you simply
can't move at all. Hitting the Y key will cause you
to yell loudly (and rather rudely) at the offending
NPC to get out of the way, which sometimes works fine,
but in some cases isn't terribly effective. In Stone
city, for example, there were several occasions where
I had a pair of NPCs next to me, and yelling simply
caused them to rearrange themselves slightly. By the
time I had yelled at them enough times to actually get
past, they had performed an entire dwarven ballet. The
auto-notes for trainer locations are occasionally a
bit inaccurate, telling you that a trainer is located
in the city of Steadwick, for example, when he is actually
a good distance outside the city. In at least one case,
a trainer notation gave the wrong area completely.
The
game comes with a very informative manual, which is
a vast improvement over that of M&M 6. There are
easy-to-read charts for skill advancement, racial characteristics,
and starting stats, as well as basic information on
how the game works, and a spell list. A quick start/commands
card, and a role-player's guide are also included, though
the role-player's guide seems a little silly to me.
Finally, there is the map. It took me several hours
to realize that the strange poster covered with ads
for 3DO and New World Computing games was actually the
map. I had tossed it aside soon after opening the box,
assuming it was just a poster or something, but later,
when I found myself needing a map I discovered that
was indeed what it was. It's a nice colorful map, but
is likely to come apart from repeated folding, unlike
the cloth map that came with M&M 6.
While
there are plenty of other neat little features, or minor
problems I could mention, to do so would require another
couple of pages, at least. Keep in mind, this is a huge
game. All-in-all, Might and Magic 7: is (how many times
can I say this in one review?) a great deal like M&M
6. It has many of the same disadvantages: so-so graphics,
a tendency to emphasize hack-and-slash over truly engrossing
storyline, some ridiculously lengthy and difficult battles,
and a few important quests that are amazingly hard to
complete for no good reason. (There are a few items
and locations that are very difficult to locate, even
though they are not actually really hidden. I actually
had to call the hint line a couple of times to find
things that turned out to be "hidden in plain sight."
Nope, it's not just me. Check out the Might and Magic
7 message board sometime. Hardly anybody can find all
those darn golem parts).
But
along with these few disadvantages, Might and Magic
7: For Blood and Honor shares all the good points of
its predecessor, along with a few brand new cool features
of its own. Certainly not many RPGs I've seen lately
can compete with the sheer size of this baby, or the
number of quests and things to do. New lands to explore,
new monsters to slay, new character classes, new skills,
new items- what more can an adventurer ask for? Sure,
there may not be quite as many shiny new features as
some sequels have, but who cares? Might and Magic 7
is fun. Besides, how often do you get the chance to
hang out in your very own castle? Hey, everybody has
to have a dream.
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