In case anyone missed the thread at the Round Table, our very own Marzhin revealed that he has been a Ubisoft employee for a year, working as level designer. I had been aware of that exciting opportunity for some time but I couldn't say anything of course. Marzhin also made a few clarifications regarding the demo shown at Gamescon earlier this week. Here are some of the details:
  • Town screen: there is still a town screen, or more accurately, a town window. Each town still have its own theme music and all. It is a 2D, animated town screen. The Haven town screen was part of the missing elements, that's why it was replaced by a mere screenshot for the demo.
  • You can see more info about a city on its 3D model on the adventure map (not just its town hall and if it has fortifications). You can learn a lot about your adversary's strategy just by observing how he developed his towns.
  • There are still mines on the adventure map. You still have to flag them in order to gain resources. The new stuff is now all mines are in the "area of control" of a city or fort. Once you own the fort/city of an area and flagged(?) the mines, the only way to take the mines from you is to capture the city/fort that controls the area.
  • I know some of you think there are a lot of changes to the classic Heroes formula, and I understand changes can be scary. Truth be told, I reacted the same way at first. I can only advise you to wait until you play it before passing a judgement. I can assure you it still feels and plays like Heroes. It adds some new stuff to the mix, but doesn't try to be revolutionary or turn Heroes into something completely different. However, no, it is not Heroes III redux. And I think it's a good thing.

I would like to congratulate Marzhin again for this exciting "new" job. He's one of the most knowledgeable and creative Heroes players around, so Ubisoft certainly did the right thing by bringing him in the development team.

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