Might & Magic Heroes VI Interview
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Hooked Gamers: Over half of the creatures/units in the game will be new to the series. What are your two favorite new additions, and why?
Julien: For me it would be the Kirin of the Sanctuary and the Breeder of the Inferno (I can't resist a good old Lovecraftian monstrosity :)). And of course some of the Bosses are really cool, but I can't say more about that ;)
I'm also quite fond of some of the new takes on classic creatures, like the Kensei Naga or the boomerang-wielding Goblin (this little guy has hilarious animations).
Max: We've worked with passion on all of them so it's difficult to pick just a few :). In terms of design I really like the Stronghold creatures, we had this idea of Orcs using Aztec/Maya decoration, it was risky as we could have ended-up with weird looking creatures full of feathers. :) I'm really happy about the result and think that they are quite unique and brutal! In terms of gameplay, the Panther Warrior is a one-man army!
Hooked Gamers: What would you say is the biggest, unique change made in Heroes VI and how does it affect the game?
Julien: I'd say the Area of Control system because it changes the way you have to think your Level Design the way you'll place resources, dwellings. It also changes a bit the rhythm of the game since your objectives when playing are not the same ones as before.
But in the end, it still feels and plays like Heroes. It is an evolution, trying new ideas and angles, but we didn't want to get rid of the DNA of Heroes.
Max: The whole reputation system added to the redesigned ability system is quite a change. The player will have more control and visibility on his hero evolution as well as a greater feeling of persistency and immersion. Having meaningful choices to make in the scenario in addition to the access to advanced classes will bring a fresh experience in the game campaign and in Multiplayer.