Maybe Yahtzee should've played at Adventurer difficulty. It is not really hard to take down Minotaurs right out from Castle Portmeyron. And it took me until midway Act II to realize how badly optimized my party actually was. Still didn't start a new game because of it. Made those losers tough it up and push onwards despite being woefully unequipped to face their challenges.
But in any case, the game's limitations were all due to the tiny budget of the game. It was priced as an indie title because it was pretty much budgeted like a high-end indie. A prettier Legend of Grimmrock. Heck, I'm actually amazed that Yahtzee even reviewed it. Ubisoft didn't exactly advertise the game. How the hell did he even know it was released? At the very least I thought he'd like to play a game for once where you can actually bite more than you can chew. Wasn't that the reason he liked Max Payne 3? Because it allowed for failure?
Anyway, the game was made into grid mostly because it didn't have the budget to make it free-roaming. Heck, it didn't even have the budget to animate the character portraits. Or give them ragdolls. The only reason it even looks as good as it does was because it had access to terabytes of art assets from previous Might & Magic titles from Ubi (even though this is the first "proper" Might and Magic title Ubi published).
Yes, I too would have preferred a free-roaming Might and Magic. But that'll only be a possibility if Ubisoft greenlights another sequel with a budget large enough to at least buy two grilled cheese sandwiches (or maybe, one can dream, three grilled cheese sandwiches!). But to be fair, they did an amazing job by balancing and designing the game around the grid.
But in any case, the game's limitations were all due to the tiny budget of the game. It was priced as an indie title because it was pretty much budgeted like a high-end indie. A prettier Legend of Grimmrock. Heck, I'm actually amazed that Yahtzee even reviewed it. Ubisoft didn't exactly advertise the game. How the hell did he even know it was released? At the very least I thought he'd like to play a game for once where you can actually bite more than you can chew. Wasn't that the reason he liked Max Payne 3? Because it allowed for failure?
Anyway, the game was made into grid mostly because it didn't have the budget to make it free-roaming. Heck, it didn't even have the budget to animate the character portraits. Or give them ragdolls. The only reason it even looks as good as it does was because it had access to terabytes of art assets from previous Might & Magic titles from Ubi (even though this is the first "proper" Might and Magic title Ubi published).
Yes, I too would have preferred a free-roaming Might and Magic. But that'll only be a possibility if Ubisoft greenlights another sequel with a budget large enough to at least buy two grilled cheese sandwiches (or maybe, one can dream, three grilled cheese sandwiches!). But to be fair, they did an amazing job by balancing and designing the game around the grid.