“It’s not innovation. We have no breakthrough features,” says Erwan Le Breton, Creative Director for Might & Magic Heroes VII. This might be an ominous introduction for many series, but it’s oddly reassuring for Heroes, entering its 20th year. The franchise has become something like The Simpsons of the turn-based fantasy strategy world: absolutely essential in the 1990s, wildly inconsistent in the 2000s, and reliably decent, if uninspiring in the 2010s. So hearing that the developers were taking advantage of having six installments of the franchise from which to take the best ideas was probably the best possible introduction to the newest game.
Le Breton describes the series as a “mix between chess and Pokemon,” but that may sell Heroes’ appeal short. At the strategic layer, you move your heroes with their armies around to capture mines, find items, capture enemy castles, and improve your own. Then there are turn-based battles, where you move those dragons and ogres, casting spells from the back with the hero.
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