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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Gameplay movies on gamespot!!!
Thread: Gameplay movies on gamespot!!!
lord_crusader
lord_crusader


Promising
Supreme Hero
UHU!! supreme!
posted May 21, 2005 02:39 AM
Edited By: lord_crusader on 20 May 2005

Gameplay movies on gamespot!!!

link:
http://www.gamespot.com/pc/strategy/heroesofmightandmagicv/media.html?gcst=homm5_gp_pc3_052005.asx

I just can download the town video the other isn't available or something!!

ohh is beatutiful!!!!!!!!!!!!!!!

Edit: can see second movie!!I just like Heroes!!! this game definitly have heroes felling!!!! collecting resources and buildings the hero gain one level !! summoning magic skill to choice!! also diplomacy pathffounding and logistics...
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Khaelo
Khaelo


Honorable
Supreme Hero
Underwater
posted May 21, 2005 05:33 AM

overanalysis time!

The battle footage is broken at the moment.  

The town one just goes around a town and shows a bit of the interface.  I'm happy with the town -- lots of little buildings make it look like a real city -- but my laptop is getting scared!

In Footage 2, Axel the Knight picks up +3 blue things in a box, flags an alchemy lab, and hits an object to go up to level 11.  He gains +1 Offense, and his skill choices are "Basic Summoning Magic," "Pathfinding," "Advanced Logistics," and "Diplomacy." (Only some skills are upgradeable?) Is that his portrait that appears next to the level-up message, or a standard knight icon?  Things I noticed:  Whoever is running the demo either struggles with interface or was over-demonstrating features, particularly zoom.    Or they were talking at the same time as they were manipulating the demo -- lots of extra mouse movement.  The landscape is active: the trees sway, and a flock of birds goes by.  The little hand looks like the one in H4, only it's silver-blue -- very nice, but we seem to have lost the rearing horse over active objects.  The hand just points.  The little green arrows are back as promised.  They're not as glitzy as the rest of the graphics, though.  That glowing pattern under the active hero makes him look like a refugee from Warcraft III.    That said, I do like the red column of light and symbol indicating ownership of the alchemy lab.  Oh, and there is something resembling an overland map floating (bouncing around) in the lower left corner rather than the usual upper right.

So, the burning question:  How much of this is the real game and how much is functional filler for demonstration only?
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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted May 21, 2005 05:47 AM

Hm, very little activity, people are sleeping in Europe.
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Kaboth
Kaboth


Hired Hero
Forum Vampire Killer
posted May 21, 2005 02:08 PM

Well I've managed to downloaded the 2nd movie so far; the adventuring one.

The engine and graphics are certainly extremely impressive and I can imagine it will be a joy to play through being able to zoom in on an environment that definately feels like past HOMM games. Ripling water, flying birds, swaying trees, fairy lights it all feels very alive and beautiful.

However it seems my fear has come true in this 3D translation. There doesn't appear to be a nice isometric top level view to making seeing all the paths and objects easy. It appear that constantly changing the camera angle may be necessary to adequately navigate the environments. Pathing (where Heroes can walk) didn't appear to be obvious either. Remember how seamless and easy Warcraft 3 was to play despite being 3D, HOMM5 doesn't appear that easy at this point. I'm sure the camera will be completely free allowing the user to adjust it to the perfect view at will but even so having to fiddle with a camera regularly is bothersome especially when your playing long into the night as HOMM often urges you to. Those are just my initial impressions though, from that movie which appear to be poorly played by the user or was intended to show off the zooming feature. Hopefully longer trailers will demonstrate the game being played much more easily.

The game seem kinda picky where you clicked as well making a top-level view difficult for gameplay. To claim the mine the Hero had to click on the mine door. No where else would work. Dissapointingly the classic Horse icon for interacting with objects is absent also.

The hero level up was interesting. What used to be skills in Heroes 3; summoning, logistics, pathfinding, diplomacy are now split into to sections skills and abilities the player can pick one of each from 2 alternatives per level up presumably. The standard plus 1 to a primary skill also appears to have returned as the Hero receives +1 offense. The hero portrait looked terribly generic and boring though, I absolutely hated it and I hope they're improved. Its likely this level up screen may have been tacked on at the last moment.
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted May 21, 2005 11:59 PM

Looked at all the three movies.

Movie 1 is a panorama of the castle/human city.
- I think it looks very nice graphically, and the detail level and graphics will do very well I think.

The outstanding question and what is missing from the movie is the user interface. The movie is probably intended to show the graphics of the town, and zoom capabilities, so I'm not too worried at this point.

Movie 2 is the adventure map, as mentioneed above.

It looks very nice graphically. A bit choopy and seems the "player" has some mouse problem selecting things.

Again, I'd give the graphics an overall thumbs up, but user interface needs to be much improved.

Movie 3 is a combat.

Wow. Considering the resolution was very low, I must say this looks quite promising.

Some notes.
Seems retaliation probably is H3 style.

Creature starts up very close, they close very quickly.

I think it has been said that battlefield size will depend on army sizes/numbers. I wonder how they will work that out fairly for archer troops.

I do hope they have a strategical zoomed out view for combat too. (As for the other two movies nearly all of the user interfaces was missing.)

Creatures have stack numbers so stacks are in.

So generally I give the graphics a thumbs up. User interfaces and strategical views / options are still unknown at this time.

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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted May 22, 2005 02:14 AM
Edited By: vladpopescu79 on 21 May 2005

They have really focused a lot on graphic features. they developed very nice effects and they seem to master very well the 3D graphics (big leap forward from H4, I think). Were they to have better creature design it would have been a perfect battle in the third movie.

OK, I've said enough good things about it, let's get to the critique:
1. The town is quite dull compared to the H3. Much more detailed, but, paradoxically, not more enjoyable to watch. (all this is subjective, I know) They have some strange details, like houses on the upper terrace of the castle, next to the angel dome, for some unknown reason. Anyway, I still think H3 castle aspect is a yet unreached goal (that one had it's drawbacks - see alligned dwellings on the cliffs -, but also genial aspects - e.g. portal of glory).
I could not identify the position of most of the dwellings, but let me just say that I will be quite dissapointed if the stables (arena, whatever...)for champions would be IN the castle itself.

2. The map: very nice lush vegetation, but too much of it. When you can't see the hero or map objects because of it, then it becomes a drawback, and you don't resolve the problem by zooming out. If I'm supposed to rotate the map every now and then, I'll eventually become tired of it. We still need an evidence of a zoomed out, PLAYABLE map, enabling the strategy function of this game.

3. Battle: same argument. Very detailed, very impressive, but not very functional. So far, the worst idea seems to be the reduction in size of the battlefield for smaller confronting armies. What if I want to attack some low rank creatures only with my archers? What if I want to cast poison and then keep running from the adversary? And I can go on.....
I understand that the zooming and rotating can be deactivated and that is welcome.

Conclusion: still waiting for a movie to demostrate the STRATEGIC aspects of the game. They seem underdeveloped for the moment. At least to me.

Edit: Sorry, just spotted the arena down, on the ground. BUT, IT'S TOO SMALL! They will never please me, that's for sure!
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted May 22, 2005 11:31 AM
Edited By: Djive on 22 May 2005

Quote:
1. I could not identify the position of most of the dwellings, but let me just say that I will be quite dissapointed if the stables (arena, whatever...)for champions would be IN the castle itself.


Well some things like additional defences and firepower, turrets could be in integrated in the tower.

Otherwise I think the additional dwellings are those who have additional flags flying on their roofs, and those dwellings does look a bit different too.

You can probably zoom in on the arena too to make it much larger.

Otherwise we agree that the movies are lacking the functional interface.

I'm sure they are working on those parts now. After all, E3 is mostly a show case and then you will get a lot of graphics but little show of the UI. (Because I think general idea is that you are less likely to impress marketing people with a good UI than with good graphics.)

This reply was made by Farbice to a preview made by David Mullich on Celestial Heavens.

Quote:

Hey David, it was great to get a glance of you at the show. I indeed didnt recognize you - after a few hours on the E3 I stop looking at people's badges. I find it rude to intently look at someone's stomach to check how important he could be  

Just a few words to explain in more details some points which remained unclear from David's preview. Even though I should total about 100 runs of this demo between the E3 and pre-E3 events, there are points that I forget or that do not get through  I'm not sure this is the best place for that, but I couldnt find this preview copied in the forums.

First on the Heroes booth - it was planned to get a much more central location on Ubi's booth, and more impressive display. That was changed at the last minute, hopefully people got a good view of the project despite this stupid change.

About the town screen, as well as other screens (mostly the battle one), there were next to no interface on display - we dont want to show it at this stage. For instance, popups on buildings or items will be there, but not in this demo. Ressources for instance will be summed up in the adventure screen. Other things have yet to be streamlined, like the minimap, or the chest/level up windows. But we want players to spend less time in windows and interfaces.

Regarding cameras, especially on the battle screen, flybys and close-ups will happen the first few times you encounter something new, to get a better look, and then the default view will prevail. There will be an option to force these views off if you prefer (similar to the option to turn all animations off, in order to speed gameplay).

I think you were the only one until now to notice that animations transitions were yet to be implemented - that's indeed missing at this stage  

Hopefully on the next encounter we'll have more time to discuss !  

I'll probably write a more complete wrap of the E3, but that'll be later, after some holidays, and on the official site


I haven't registered on CH myself to be able to see comments, but found the reply on Ubisoft forums. Perhaps someone else can verify the contents? The review by itself is btw an interesting read.

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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted May 22, 2005 05:46 PM

Yes, I had to sign in myself, but the quoted paragraph is at least 95% percent complete - the most important part - if I remember correctly.
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Mitzah
Mitzah


Promising
Supreme Hero
of the Horadrim
posted May 22, 2005 06:41 PM

Here are some VERY useful links:

http://membres.lycos.fr/michel448a/homm5_gp_pc1_052005.mpg
http://membres.lycos.fr/michel448a/homm5_gp_pc2_052005.mpg
http://membres.lycos.fr/michel448a/homm5_gp_pc3_052005.mpg

QPoint at table five pleaze
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vladpopescu79
vladpopescu79


Promising
Famous Hero
a vampire of taste
posted May 22, 2005 08:01 PM

They have freed them, so no sweat
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 22, 2005 09:47 PM
Edited By: angelito on 22 May 2005

Sorry, but none of your 3 links work.....at least for me..


Edit: The links work, but they all lead to a french version of lycos member site, where i donīt seem to have access to those movies.....or am i doing something wrong here?
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Daddy
Daddy


Responsible
Supreme Hero
and why not.
posted May 23, 2005 12:33 AM

go here.
There are working links

The videos impressed me, yep. I liked them all.
The town looked cool but sth was missing..... But I think that's the music!

That is a large factor imo that the vids have no music yet..

But I liked how they worked in the Griffin's flying ability^^

reg
Daddy
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Mitzah
Mitzah


Promising
Supreme Hero
of the Horadrim
posted May 23, 2005 11:09 AM

[quoteEdit: The links work, but they all lead to a french version of lycos member site, where i donīt seem to have access to those movies.....or am i doing something wrong here?


No...lycos deleted that member's account because there were too many downloads...
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted May 23, 2005 07:46 PM

Quote:
[quoteEdit: The links work, but they all lead to a french version of lycos member site, where i donīt seem to have access to those movies.....or am i doing something wrong here?


No...lycos deleted that member's account because there were too many downloads...


Yes, seems to have done that now. However, it was still working yesterday when Angelito asked.

Perhaps something in your browser blocked the IP or a pop-up you were supposed to receive.
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Svarog
Svarog


Honorable
Supreme Hero
statue-loving necrophiliac
posted May 24, 2005 03:17 AM

I so far got to see only the town video (56 modem snow), and it looks absolutely amazng. Flying around the town is fantastic, and I must say i didnt see that coming. i thought the town view would be static, but this way is so much better. A small remark would be about the houses on the high castle levels, which look unnatural htere, like mushrooms. but I can handle that i guess, in exchange for the beautiful weather atmosphere (notice the diff town ambients on the screenshots [dusk] and the video [early sunset] - they change the buildings colour as well) I imagine that a night view would also be an option - the very thought of that turns me on. )
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lord_crusader
lord_crusader


Promising
Supreme Hero
UHU!! supreme!
posted May 24, 2005 03:30 AM

Quote:
56 modem snow
what is that ?


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Svarog
Svarog


Honorable
Supreme Hero
statue-loving necrophiliac
posted May 24, 2005 03:47 AM

Its the greatest curse that could happen to a pc user.
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Kaboth
Kaboth


Hired Hero
Forum Vampire Killer
posted May 24, 2005 07:02 AM
Edited By: Kaboth on 24 May 2005

Okay I finally downloaded the battle and town videos also.

The town was quite nice and carried a general them well. It looked very greek in style with all the statues above creature dwellings the general colour of the buildings. However I felt that it was too much of the one colour and while the city felt like a city as no other Heroes game has done was rather bland with only one primary colour. I'm not sure it will be easy to identify the dwellings either but without the regular town view its too early to make that call atm.

The battles looked incredible, the camera zooming in on the action automatically was nice a nice touch also. To be honest though some of the character models I like some I don't. I thought the Devil looked great resembling the 2 horn look of the HOMM3 devil and seemed tough also. The Heroes also were great, though it may seem strange to put a mask on the demon hero I think I can understand this decision. It's a way of making the player believe their hero is under the mask. Rather than if the mask was off their hero's face would be shown which may not even slightly resemble their hero's portrait which would eliminate suspension of disbelief and lower immersion. My bet is other Heroes (Druid maybe?) will be cloaked also to hide their face. Remember homm4 and 3 combat scenes where you would say "Hey that hero looks nothing like my hero I picked". The helmets/masks eliminate that.

Other character models I liked less, The nighmare looked too small compared to the Hero on horseback. It made the Nightmare look like a shetland pony The nighmare's corpse also looked kinda odd but it was a low res movie so I couldn't see it in detail. The griphon I just can't abide this mask, to me without the eagles head its hard to identify the creature as a griphon anymore. I wouldn't mind armor on the body or something and I think it would make sense (like a knights horse, humans rode griphons also in homm3) but not on the face. A griphon is a distinct combination of 2 creatures; a lion and eagle. Covering up one whole part makes the creature really weird. It's flying move was cool though.

The succubus was hard to see in any detail so I'll reserve judgement. Some people have argued Succubus shouldn't be in a Heroes game or Inferno town but I think they are perfectly appropriate as a spell casting support creature for Inferno. Did it even make a move I couldn't see?

The angel again is a creature I don't like much its such a dramatic change from past angels and is so obviously inspired by manga, anime. I think there is some merit to it though, it looks more mysterious and less generic than the angels of old. I don't dislike it as much as the griphon though.

The swordsmen (not in movie) seems to have disproportionately sized armor and body to the head. It just looks really out of place. I don't see why anyone would appreciate it.

The spells and creature animations looked terrific but I hope there is an option for fast animation because great as they are the animations are slow and would grow tedious after a while.

My biggest concern at this point is the size of the battle screen. It seems terribly small and looks like every creature can attack another in basically 1 go. If you take away the need for effective movement over a large hex grid your taking away much of the strategy of Heroes. If every creature can attack each other from the beginning of a battle the game plays more like Final Fantasy with more creatures than it does Heroes of Might and Magic. Movement has always been a key part of the game. That's not to say I disagree with the general idea of having different sized combat grids for different amounts of creatures, just that it should be much bigger than it currently is.        
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DonGio
DonGio


Promising
Famous Hero
of Clear Water Mountain Clan
posted May 24, 2005 03:44 PM

Finally got to see the battle movie as well.

I agree with a lot of the things Kobath (or whatsisname) is saying, but I also have a few comments of my own.

I think it's unwise to try to deduce too much about the colour scheme of HOMMV yet, as what we've seen of gameplay til now has been a handheld cam filming the screen. That might distort/fade colours.

Although I can appreciate the freedom full 3D provides in terms of camera angles and zooming, I hope it does not come at the cost of playability or informativeness. What I mean is I hope there is one camera angle that is default that shows you all you need to see, so that none of the "camera-work" is necessary in order to see everything on the adventure map and in the town.

I hope the devs keep in mind that the town screens in particular serve first as symbols/pictograms and second as graphic gratification. The HOMM games are strategy games, first and foremost. Strategy games are, in general, games you play more and longer than other types of games. You also do the same things many times. So it's crucial that things can be done quickly and effectively.

So if you have to move the camera around in order to get to everything in a town, bad. If you have to watch the camera pan around the town each time you enter it, worse.

I also want everything to be visible from the default cam angle on the adventure map. If you have to swing the camera around in order to be able to see certain objects, bad.

With the battle screen, these same things apply. I don't care if battle looks awesome the first twenty hours I play the game if it gets extremely annoying and irritating the remaining hundreds of hours. And I actually found it a bit dizzying the way the camera jumped in and out during spells and attacks. I think this should definitely be optional, meaning that you can choose to have a completely static camera in battle as well.

I also think it is important that not all creatures can reach eachother on the first turn. I see the sense in resizing the battlefield according to the number of stacks, but don't make it too small. I'd rather they put the creatures closer together, but with some room at their backs, so fast shooters and the like would have the opportunity to retreat etc. But scaled battlefields done right = good.

In closing, I want to say that I hope the devs keep the essence of the game in mind, the "chess-like" gameplay and the strategy of resource management, castle-building, creature-hoarding and hero development. The graphics are just the wrapping, and although they can be extremely instrumental in creating a riveting atmosphere, gameplay mechanics or playability should never be compromised for the sake of visuals.

Now I want to hear music! Romero and King, start singing!
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Malekith
Malekith


Adventuring Hero
pRr..
posted May 29, 2005 02:44 PM
Edited by alcibiades at 14:12, 06 Jul 2009.

Wou. This is cooler what i waiting for.



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.

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