You can't seriously be saying Wizardry 8 didn't need a manual. Wizardry 8 is so complex you can beat it without having any idea of what half your party does and half of the stuff the other half can do. And without at least a reference, there's little chance of you carrying out a conversation because I guess "hunting for words that actually do something" is just better than a straightforward dialog tree.NezumiiroKitsune said:The repetition of party members lines brings back fond memories of Wizardry 8. It looks a bit old, but you can drop into it without any need for a 300 page manual, and it'll still make sense. It's not grid based either, which I'm not a huge fan of. Turn based inside of combat, but always free movement.
They're all set into the same universe (as of M&M X, the Ubi M&M is officially part of the same universe). In the start the series shared a mix of fantasy and sci-fi. It was also a bit silly, but not nearly as silly as the first few Ultimas. However, Might and Magic kept with the sci-fi elements throughout the series (even X officially included a few). Meanwhile the Heroes series follow a more traditional fantasy story even though it is in the same universe. It complicates because initially the Might and Magic series were about world-hoping. In Might and Magic I-V you basically saved an entire world and hopped on the next. Though in IV-V you technically hop to the other side of it. Then Might and Magic III follows into Might and Magic VII, that is in the world of the Heroes games. Heroes I-III take part in the world of Colony, as well as Might and Magic VI-VIII, and the events from one series often interacted with the other. They also share monsters and characters (with Heroes from Heroes of Might and Magic usually being found somewhere in the Might and Magic games).blackrave said:Mind if I ask- what is the connection between M&M and HoM&M?
Are they set in same universe? Same time period? Did they sometimes had common events (shown from different perspectives)?
O_OSandroTheMaster said:They're all set into the same universe (as of M&M X, the Ubi M&M is officially part of the same universe). In the start the series shared a mix of fantasy and sci-fi. It was also a bit silly, but not nearly as silly as the first few Ultimas. However, Might and Magic kept with the sci-fi elements throughout the series (even X officially included a few). Meanwhile the Heroes series follow a more traditional fantasy story even though it is in the same universe. It complicates because initially the Might and Magic series were about world-hoping. In Might and Magic I-V you basically saved an entire world and hopped on the next. Though in IV-V you technically hop to the other side of it. Then Might and Magic III follows into Might and Magic VII, that is in the world of the Heroes games. Heroes I-III take part in the world of Colony, as well as Might and Magic VI-VIII, and the events from one series often interacted with the other. They also share monsters and characters (with Heroes from Heroes of Might and Magic usually being found somewhere in the Might and Magic games).
Then Heroes IV met face-first with into the world-hopping theme of the Might and Magic games, with Colony being destroyed (because a certain Hero kept taking a weapon called ARMAGEDDON BLADE into battle, with predictable results in the end...) and the factions of the game using alien technology into an exodus to the world of Axeoth, where Heroes IV and Might and Magic IX takes place.
Then 3DO, and with it New World Computing, went under because 3DO was the current EA of the early 2000s. Ubi got the rights and rebooted the series in Heroes V, was connected to previous games only through mechanics and the theme of the factions and their creatures. Heroes VI is then a prequel to events hundreds of years in the past of the fifth installment. Then M&M X is a direct follow-up to the events of Heroes VI and tied the world of Ashan (from Heroes V-VI) into the larger universe of the previous Might and Magic, but only through background events.
tl;dr - As abomination said, they're all set in the same (BIG) universe, but they also share characters and themes between the franchises.
To be fair, you probably would need that with any franchise that goes past the fifth installment...blackrave said:O_O
I feel like I need a spreadsheet of chronological order of M&M and HoM&M games now
So if one would like to get into M&M, where- storywise- would be good idea to start?SandroTheMaster said:To be fair, you probably would need that with any franchise that goes past the fifth installment...blackrave said:O_O
I feel like I need a spreadsheet of chronological order of M&M and HoM&M games now
Though, also to be fair, I simplified the whole story the most I could. There are at least four spin-offs from the Might and Magic games, not counting the Heroes of Might and Magic ones. And all but the very first Heroes of Might and Magic games had very extensive expansion packs, often more than one.
If you don't mind the Grid-based gameplay, Sword of Xeen (that's Might and Magic IV+V combined). Like I said, M&M III follows directly into M&M VII, so Sword of Xeen is actually relatively friendly as an entry title. Or even X, despite Yahtzee's reservations, it is actually quite a competent grid-based game, and probably the best one to start since it is mostly lore-free from the rest of the games (it is full of nods to other M&M games, but if you're unfamiliar to them, they'll only look like quirks of whimsy) and has the most current graphics.blackrave said:So if one would like to get into M&M, where- storywise- would be good idea to start?
and they're nothing like the original series, which are like the developers making a legal means for torture... atleast the first few, idk what happened in the later ones.DeliciousCake said:I too have never played any Might and Magic games. However, the Heroes of Might and Magic games (Especially the 3rd and the 5th one) were some of the most fun I've had in a turn based strategy game.
I would have thought anyone who played MMIX would have urged the developer to return to grid-based movement. That game's free roaming ruined the combat and made it almost completely unstrategic.RandV80 said:I agree with the grid based movement seeming silly when it's perfectly viable to have proper free roaming. Now I enjoyed Legend of Grimrock but that was a first time indy game, the only Might and Magic game I ever played was IX and that was certainly more ambitious. However, two months ago I was browsing the MMX forum page on steam, and apparently many of the series 'fans' were quite adamant that it had to be grid based for it to be a proper MM game. I guess that's the side the developers listened too.
I'd say yes and know. I actually did try one of the latter Might and Magic games on GOG, one of the free roaming ones 7 I think, and yeah didn't really like it. Basically a bad primitive version of The Elder Scrolls FP combat, except with a party. I was thinking of a game I used to own 10 years ago that I thought was Might and Magic IX, but looking at the latter it most certainly wasn't. Very similar, except with a slight sci-fi side to it, and I think the # on it was 8. Anyways, it was one of these types of games that used free roaming, but still kept the tactical turn based combat. Does this sound familiar to anyone? I think it was the last game I ever traded it, but I'd still like to play it again.Blood Brain Barrier said:I would have thought anyone who played MMIX would have urged the developer to return to grid-based movement. That game's free roaming ruined the combat and made it almost completely unstrategic.RandV80 said:I agree with the grid based movement seeming silly when it's perfectly viable to have proper free roaming. Now I enjoyed Legend of Grimrock but that was a first time indy game, the only Might and Magic game I ever played was IX and that was certainly more ambitious. However, two months ago I was browsing the MMX forum page on steam, and apparently many of the series 'fans' were quite adamant that it had to be grid based for it to be a proper MM game. I guess that's the side the developers listened too.
Ahhh I got it, it was Wizardry 8 that I was thinking of. This is what had me confused as to why Might & Magic X went back to grid based, because I thought the last game worked like this:Blood Brain Barrier said:I would have thought anyone who played MMIX would have urged the developer to return to grid-based movement. That game's free roaming ruined the combat and made it almost completely unstrategic.RandV80 said:I agree with the grid based movement seeming silly when it's perfectly viable to have proper free roaming. Now I enjoyed Legend of Grimrock but that was a first time indy game, the only Might and Magic game I ever played was IX and that was certainly more ambitious. However, two months ago I was browsing the MMX forum page on steam, and apparently many of the series 'fans' were quite adamant that it had to be grid based for it to be a proper MM game. I guess that's the side the developers listened too.