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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Tribes Of The East reviews - IGN and Gamespot
Thread: Tribes Of The East reviews - IGN and Gamespot This thread is 3 pages long: 1 2 3 · NEXT»
roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted October 18, 2007 06:04 AM
Edited by roy-algriffin at 22:59, 09 Nov 2007.

Tribes Of The East reviews - IGN and Gamespot

IGN review
It got a 7.9!


October 17, 2007 - It's about time we got a chance to play around with the Orcs in the world of Might & Magic. We've beaten on the ubiquitous Orc soldiers so much that it's only fair that UbiSoft and Nival's latest stand alone expansion pack, Tribes of the East, lets players take charge of the orangey savages and fight the bad fight. A whole range of leaders who combine the best parts of both Genghis Khan and the Sierra Club add loads of personality to the new faction as they struggle to compete in the cutthroat world of Heroes of Might & Magic.

Unfortunately, as is so often the case with the Heroes expansions, we don't really get to dive into the Orc content until after we've completed an entirely different campaign focusing on stuff we've already seen. While the opening campaign features Arantir's war against demon and Haven forces and ties in nicely with the conclusion of Dark Messiah, it means that most players will have to wait a good twelve to fifteen hours before they can really sink their teeth into the new armies.


What's worse is that the designers get you all excited about taking on the Orc challenge by opening the game with a small tutorial campaign that introduces the Orcs. Then, after letting you get familiar with them for an hour or so, you're forced to play with vampires and skeletons for a few days. Even though the new Arantir campaign is enjoyable, it makes the whole Orc angle seem like a bit of a bait and switch.
Fortunately, there are some new elements in the expansion that aren't dependent on playing the Orcs. For one thing, heroes can now sacrifice their units for experience points. While most of the more thorough Heroes players are bound to find themselves bumping up against the level cap just through exploration and adventuring alone, the option to get a quick boost at the expense of numerous but useless troops (Peasants, anyone?) opens up some interesting strategies in the early part of each level.

Additionally, there's more room for customization in the armies now as most troop types have two available upgrades at their advanced buildings. While the decision to upgrade is always a good one, the way that you upgrade is just as significant. You can opt, for instance, to turn your Bone Dragons into Spectral Dragons or Ghost Dragons. The Spectral version has better defense and hit points but lacks the bite of the Ghosts. Some upgrades are more radical, even going as far as allowing you to switch melee units into ranged attackers.


Tribes of the East even allows you to retrain your own heroes. Simply visit a retraining shrine and you can dump your old, useless skills for others that might work better. While it's unlikely that anyone who's even the least bit interested in this expansion doesn't already have a good idea of which skill paths they like, it's still a nice option.
What's more significant is that you can use the marketplaces in your cities and those found on the strategic map to sell artifacts that you don't need anymore. It might be a tough call to separate with items that you're actually using, having six pairs of boots and only five heroes presents an easy money making opportunity. The cash you get isn't going to make or break your strategy in the end game, but if you can part with a few artifacts early on, you can definitely boost your recruiting potential.
Finally, there are now large groups of matched artifact sets that you can collect for special bonuses. Some, like Death's Embrace, only require you to collect four different items -- a cloak, a ring, a staff and an amulet. Others, like Power of Dragons, involve collecting eight different pieces that all match. You can see which pieces you have and which ones you still need to get by hovering the mouse over any one piece in your inventory. The completed set brings some cool new bonuses but the main benefit to having an entirely matched set of magic items is that you won't be pulling your hair out looking for that last piece. Unfortunately, that's pretty much the point at which we stopped finding our sets.

And after you've explored all that in the Necro campaign, it's finally time to get a little Orc loving. The Orcs themselves play very differently than any of the other factions in the game. For one thing, they don't use magic and rely on powerful melee units to get the job done. Sure, they have Centuar archers and goblin trappers who can strike from a distance, but for the most part, the warriors and Cyclops and Pao Kais will be fighting with their enemies face to face.


It works because of two special abilities. The first is the Orc Blood Rage. This new ability basically rewards Orc units with damage resistance points every time they engage in melee combat. Go too long without hitting anything and the Rage will bleed away. A number of special, unit-specific abilities kick in at certain Rage levels as well, further helping the Orcs to stand firm against powerful enemies.
The second thing that helps the Orcs deal with more versatile enemies is their profound magic resistance. Available as a general benefit and supplemented by special hero abilities, the Orcs' magic resistance means they won't have to rush the casters in the enemy's back line just to stay alive. It seems like it would create some balancing issues with multiplayer but we're confident that Nival can patch in some tweaks should those issues arise.

Visually, the game doesn't look that different from Dark Messiah. The new Orc stuff definitely fits the overall aesthetic of the game, and the new campaigns feature some great settings and improved cutscenes. There are even some new dynamic animations that take place right on the strategic map when you hit certain event triggers. We won't spoil them by revealing them here, but there are plenty of cool "wow" moments in the campaign.




Closing Comments
Tribes of the East is easy to recommend to players who missed the core game and want to check out what Heroes of Might & Magic is all about. The stand alone nature of the pack and its thirty-dollar price tag makes it an easy buy. Those who enjoyed the original game can supplement their experience is they're willing to pay the price just for one extra faction and a new campaign. We'd love to have seen a bit more focus put on the Orcs early on because the campaign starts off feeling like an extension of the last game.

Roy-algriffins thoughts-
Its quite obvious this guy feels a little pissed that he got all excited by the orcs but it turns out that he lowered the rating due to the fact that he didnt get them early.And he doesnt really add much , Like the fact that every faction got alternate upgrades and they make a profound impact on the game. 7.9 is definatly a top game rating. Not something that redifiens the whole genre . But good nontheless. He doesnt seem to understand that it is in fact a extension of the last game. HOF ended with a cliffhanger. There is both a multiplayer and custom maps too. He could have gone to orcs as quick as he wanted to as a faction if he wanted.
I cant really say i deserve how much it feels as i dont have the game. however im certain if theyd have thought a little mroe about it theyd make more detailed negatives and add all the positives. Overall im guessing if the orc campaign was first this guy would have given a 8.5.
Also he doesnt seem to know the sacrifical altar is already a inferno building.

Gamespot review 5.5


The Good
Features a good amount of new content, including over a dozen solo missions   New Stronghold faction and its interesting blood-rage battle mechanic.
The Bad   Identical in style and tone to the original Heroes V and its first expansion   Extremely difficult   New features such as sacrificial altars are of questionable value.
Game Details  |  About Our Rating System
Orcs top the marquee in Tribes of the East, a stand-alone expansion pack that is expected to put the finishing touches on the Heroes of Might & Magic V franchise. If not, it probably should, because even though this add-on is loaded with new content, none of it is particularly interesting. Serious fans of the series will likely enjoy getting a look at the new Stronghold faction as well as taking on the tough missions in the three new solo campaigns, but everyone else will shrug and go back to waiting for Nival Interactive and Ubisoft to get going on Heroes VI.

For the few uninitiated out there, Heroes of Might & Magic V is a continuation of a classic fantasy-themed turn-based strategy series. However, Tribes of the East is a long way from essential to anyone aside from the Heroes V hardcore. Those who pick it up will find themselves with a solid, if derivative, series of new maps and enough gameplay tweaks to make the production feel a teensy bit fresh. The hook here is the new Stronghold faction, which consists of various types of orcs ranging from warriors to shamans, along with other wild humanoids such as goblins, centaurs, and cyclopes. The Stronghold fits in well with the existing factions and sort of resembles a mash of the Sylvan and Dungeon groups. Characteristics are somewhat familiar, at any rate, despite the fact that the overall personality of your grunts is not quite as cherubic as the former yet not quite as evil as the latter. (These guys wear grey hats.) Creatures are also similar. For example, the new bloodeyed cyclops plays much like the Sylvan treant, and the orcish recruits generally match up with their Dungeon dark-elf counterparts.




Crank up the blood rage to make a handful of orcs fight like an army.
The story also centers around more of the same. The three campaigns carry over from last year's Hammers of Fate expansion. You start by guiding an orcish rebellion with the Stronghold in a single mission, move on to the Necropolis faction, then to the Academy, and finally wrap up back with the orcs. Influence from the Dark Messiah of Might & Magic action game can be seen throughout the campaigns, especially in the Necropolis section, which revives that game's big baddie, the necromancer Arantir. Thankfully, you don't have to have any familiarity with Dark Messiah to understand what's going on here.

But you do have to be awfully good at Heroes V. Each of the 16 maps featured in the trio of campaigns is crushingly difficult. Challenges are extremely tough to take on from the very beginning, which forces you into a lot of repetition. Steadily moving through the maps and battling packs of monsters that guard the usual treasure hoards and magical artifacts is flat-out impossible, given that you never seem to pick up enough followers or have all the resources to buy ready reinforcements. You really can't waste units in even a single battle on most maps, unless you enjoy spending a lot of time and energy rebuilding troop strength. So, say hello to trial and error, not to mention the frequent reloading of saves. This really bogs down missions; even roadside battles with garden-variety gryphons and liches can take so much out of your armies that you're constantly backtracking for reinforcements, or even worse, hitting the end-turn button to zip through weeks to reload recruits and shrines. It all combines to feel cheap instead of challenging. Nival may have been looking for a quick way to lengthen the levels and make everything feel tougher, but in actuality it simply amped up the tedium.

There isn't really anything new here in the core gameplay, either. Missions are awfully formulaic, with objectives, landscape, enemies, encounters, and resource caches that will give you major-league déjà vu. As usual, you clear maps one road at a time by killing monsters at crossroads to open up new sections of each map. There are some new creatures, some new spells, some new sets of magical artifacts, and a revamped promotion scheme that provides alternate upgrades for units (though most aren't exactly imaginative). There are also a handful of new multiplayer and scenario maps, but you'd really have a tough time telling the new stuff from the old without the feature list sitting in front of you. The look and sound of the expansion seem to be exactly the same as in the original Heroes, too. Yet with all that said, there remains something in this formula that is still extremely addictive. Even with the repetitions forced on you by the harder missions and the same-old, same-old overall design, it's hard to stop playing...at least if you're a Heroes V fan who hasn't gotten enough yet.




One barbarian orc hero charges into battle.
Only two additions are genuinely noteworthy: the Stronghold's blood rage and sacrificial altars. The former is admittedly kind of nifty because it causes orcs and their pals to go into berserker freak-outs in battle that can improve their damage resistance. However, pluses and minuses rise and fall during battle depending on whether you're hitting or being hit, so the benefits seem to jump around pretty much uncontrollably. This trait nicely personalizes the orcish lot, but it's hard to see how you could employ it tactically. It never seems to do much good in combat, considering that it gets knocked down with every successful enemy attack, when you skip a turn, or even when you engage in ranged combat.

Sacrificial altars are much more useful, at least in theory. Now, instead of lugging around low-level troops who are good only for cannon fodder, you can off them in special locations in exchange for hero experience points. This would have been helpful in the original Heroes missions. Here, though, you simply don't use the altars that much because the battles are so much tougher. Ditching a bunch of wimpy skeletons and peasants to buff a hero can seem like a great idea, but the round or two that these grunts may buy you in battle can actually save your butt on numerous occasions. Also, if you do a lot of exploring and take on most of the available battles, you'll jump up the level ladder so quickly that you'll have no need for any sacrifices.

All of which amounts to new levels, harder difficulty, and not much else. This is pretty much the template for second expansion packs these days, so Tribes of the East is at least somewhat trendy. Nevertheless, you can't praise this mediocre add-on for fitting in with the cool kids. Nival should have finished the Heroes V series on a higher note than this.


Roy-algriffins thoughts

These guys were a bit too frank to be truthful, The One thing that stood out is how they said that that this add on fits in with the cool kids yet complained its too hard . That made me laugh. All the cool "Things" are either too easy or have better graphics then this.
They ignored about half of the good things, Sure the sacrificial altar wether good or bad is only one thing! They added plenty of buildigns.
Not to mention they improved preformance made the missions funner and added alternate upgrade!they just barely mentioned it that they doubled the amount of creatures and more. Made me sick that they put someone so incomptent in charge of this one, Hell at least the guy in IGN outlined a lot of things, even if nothing detailed. Their is plenty of tactical depth added and lots of interesting things, And playing on easy mode is easy enough. This guy obviously delved barely into the game, and probabbly just gave up at some point. Maybe even at the demo for all we know. The saddest thing is how he spent a paragraph on every bad thing but only spent 2 on how some features were debatably good.
The fact is, They ignored about 60% of thigns added to the game, Added all the problems in the first game that they actually changed and this guy actually has the nerve to complain about repetitiveness because he didnt look for anything new...

1up Review
It got a 7 !


Orcs don't get much love. Before WarCraft, you'd be hard-pressed to find a sympathetic Orc anywhere. So it takes a while to get used to the idea of controlling Orcs as the good guys (sort of) in this latest (and last) expansion to Heroes of Might and Magic V. Developer Nival Interactive took advantage of our ignorance of Orc culture, inventing a unique savage-hippie backstory that makes the species seem vibrant, believable, and conveniently connected to Dark Messiah of Might and Magic, the series' first-person cousin.


If you don't like the Heroes model of high-fantasy construction, combat, and conquest, Tribes of the East won't do it for you. Everyone else gets a beefy, feature-laden stand-alone product so packed with content as to nearly qualify as a full game on its own. Tribes wraps up the single-player Heroes V storyline and introduces the Orc faction, thus far seen only as villains in Dark Messiah or mentioned in passing in Heroes. Their units, techniques, and unique mechanics differentiate the Orc experience nicely. Orcs are tribal folk whose behavior and use of magic is different to other races' strategies; their most striking aspect is Blood Rage, a feature that protects your troops from damage and increases as your troops fight with mindless aggression, but plummets if you defend or even pause on the battlefield. High-level Orc creatures, such as Cyclopes and Pao Kai Wyverns, come straight out of Dark Messiah and fit elegantly into the strategic game.

Nival didn't skimp on other much-needed improvements, either. All troop types now have two upgrade paths, allowing for massive army customization even in same-faction scenarios. The new content includes a bevy of additional spells and locations, and now certain powerful artifacts combine to form superitems. The developers also did some housework in order to balance and enhance overall play: You can now switch between troop upgrade paths whenever you like, burn small-fry units for hero experience, and deploy certain spells on the battlefield with greater ease.


The single-player content explores Undead, Orc, and Academy storylines, and experienced players are looking at a 20-hour campaign (at the shortest). As lengthy as that sounds, Heroes has always been less about the sometimes bombastically written plot and more about hotseat multiplayer and skirmish maps. Alas, Nival missed the boat (again) by including only 10 and five maps of each mode. Those maps are satisfactorily designed, though, and -- along with the map generator and editor -- keep the experience from growing stale beyond the campaign. You get a lot of content for your $30, if not in all the right places.

Nival took Heroes V in a new, elaborately lush artistic direction, which remains as beautiful as ever -- and well connected to the Dark Messiah look -- in this expansion. General game performance is unfortunately unimproved, and things sometimes slow to a near-crawl on the tactical map. Ultimately,Tribes of the East manages to gobble time as effectively as any good Heroes installment; it's an impressive final outing for Heroes V -- and another strong showing from Nival.

Roy-algriffins thoughts:Not much to comment about here. They said a lot of positive things, and their problem is valid and definatly one of the downfalls of heroes 5
However it seems a bit of a pity that they seem to have a lot of good stuff to say about the game but made the review qutie short and gave it a slightly lower score then what id have expected for quite a bit of praise
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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted October 18, 2007 01:20 PM
Edited by feluniozbunio at 13:26, 18 Oct 2007.

I wanna add my 2 cents too.

I think Homm5 is best title in the series and all those expansions make it great. There are many new features but everything is kept in conventional mode (h3 style) Game is much faster due to simultanious turns and smaller maps. Unlike in any other part , every faction has its own unique strategies! Tribe of teh East add many new creatures. Game balance is best of all homm titles, every castle has its strengths and weaknesses and with proper circumstances every one can be almost equally powerful. Graphics may be little bit cartoonish, but i like it. Im glad that barbarians returned, id hate to see some awkward naga town or other races with no relationship with homm for me. Of course nothing is perfect and for sure everybody can find some cons but i like to look from multiplayer point of view and for me its the best part of homm ever.

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted October 18, 2007 01:35 PM

Jeez! Weak of that review guy to nitpick about that he couldnt play the orcs to its fullest until later on. I think that is a good bait actually.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 18, 2007 03:08 PM

That guy is an orc fanatic.. The necro campaign is not just things we've already seen, it's an interesting campaign and this time with reworked necromancy system - I had finished the necro campaign on 1.0 The point is that nobody forces you to play the campaigns, if you want orcs play a single/multi map.

He is actually confident that Nival will patch any issues LMAO! Sure they have been known to fix things after a couple of patches or so. Maybe in a semester they'll be alright

And my favourite.
Quote:
Those who enjoyed the original game can supplement their experience is they're willing to pay the price just for one extra faction and a new campaign.

Of yeah because it's essentially the same game. Tribes is one of the best heroes expansions with plenty of new content and all he sees in a new faction and a new campaign. The price is pretty reasonable for a standalone.
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted October 18, 2007 03:52 PM

I'll be saying more when I get it today!!

YES!!!!

Of course, there's a tornado scheduled to hit my town, which means I won't hear the dialogue 'cause of the noise, but it usually doesn't sound so great anyway.  

Also, I agree this guy is a nitpick.  However, I think 7.9 (rounds to 8.3)  is a nice score.  Heck, I think that's better than I got on my last Algebra 2 Test.
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How exactly is luck a skill?

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted October 18, 2007 07:55 PM

Theres a tornado heading towards you..and you are just gonna sit there, right in the danger zone and play TotE? Lol! Well thats what I call a real fan
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Fofa
Fofa


Famous Hero
Famous? Me?!
posted October 19, 2007 07:23 AM

I'd probably keep the computer off during a tornado. Hopefully, it won't be uneventful.
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 19, 2007 10:32 AM

Quote:
Of course, there's a tornado scheduled to hit my town, which means I won't hear the dialogue 'cause of the noise, but it usually doesn't sound so great anyway.


actually, the dialogues are pretty good in TotE. It's especially noticable on returning characters like Zehir and Wulfstan.

But yeah, I feel the review doesn't really do TotE justice. As an expansion, it's worlds better than HoF (and for all I care, the heroes 3 expansions aswell), and it's even a standalone to get people into the series that didn't like the previews of the original game.
Nival might not be the most creative and qualitative producer, but they've come a long way since the original game.

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In ur base killing ur doods... and raising them as undeads.

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emilsn
emilsn


Legendary Hero
posted October 19, 2007 01:39 PM

Hmm... I would give it 8.0 - Its allright, and its really worth buying this since its so different from HoMM5 and HoF .
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lead. Don't walk in front of me;
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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted October 20, 2007 12:35 AM

I think daystar meant that you wont hear anything, but you can probably read the subtitles. Though now that they added in voice map files i dunno if there will be or not
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 20, 2007 04:00 AM
Edited by phoenixreborn at 05:41, 20 Oct 2007.

Quote:
As an expansion, it's worlds better than HoF


I agree with that.  HoF was underwhelming but this is the real deal.  Some new features, some subtle improvements like dark energy bar, ai improvements (no longer romantically attracted to tomb of lost warrior), mana bar etc...

edit: Gamespot review: 5.5

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted October 20, 2007 06:31 AM

Added the gamespot review as well, and i think this game deserves so much more. Will try and get all of them in here eventually
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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Duncan
Duncan


Famous Hero
The Pathfinder
posted October 20, 2007 06:54 AM

Quote:
Gamespot review: 5.5


Ghee, that's harsh
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But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 20, 2007 10:30 AM
Edited by Nirual at 10:44, 20 Oct 2007.

The hell? the original heroes 5 got a 8.2, Hof got a 6.4.

In the words of a commenting user: what are they smoking?

He even got the campaign order wrong...and a few other things.
Blood rage does not go down when using ranged attacks, you just get less than in melee.
And dismissing alternative upgrades as a unimaginative idea. Hello? It's not like its just looks and slightly different stats, there are drastical differences that suit one style of gameplay better than the other.
And why is every reviewer so keen on pointing out the sacrificial altar and ignoring all the other new stuff?

And it's pretty hard, agreed, but if a devoted fan manages to beat it on hard, a less devoted player should still have little troubles playing on easy, unless he plays like a complete n00b.
The only thing that bothered me is are the strict quest mechanics seen in some missions (especially the first and last necro mission) that only let you do things in a strict order, and may leave you confused because you always need to interact with the obstacle before you "know" what you need to do.
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In ur base killing ur doods... and raising them as undeads.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 20, 2007 10:56 AM

I usually play on Normal, but I have yet to encounter hard fights. I mean, hard fights of the type that the Gamespot reviewer mentioned. Yes, a few times I had an enemy Hero suddenly on my doorstep, that I had allowed to grow too big and too strong. But by pulling everything out of the closet, I've managed to beat those so far. Did he play a modified version where all creature stacks were double the size that we see or something?

Regarding the campaign where he says "same old", there is a whole lot more variety and creativity in the maps than the original game ever had. So many scripted events and quest objectives, they keep you busy for a while. He brushes off the landscapes as insignificant, but so far the maps I've played all have a distinct level of detail that wasn't around with the original game - and it's that detail and variety that does spice up a map. At least, it does so for me.

If I had to give the TotE expansion a rating, I would place it somewhere between 8 and 9. A 5.5 does not do any credit to the product that has been delivered.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 20, 2007 10:56 AM

Quote:

*   Identical in style and tone to the original Heroes V and its first expansion  
* Extremely difficult  
* New features such as sacrificial altars are of questionable value.

Some people don't get it, an expansion is to improve the original experience, add new content and fix what does not work. In these respects ToE has performed VERY well.
Difficult, what a crybaby. Play it on easy
Questionable value.. Considering it's an adventure location it is in the BAD SECTION..?

Quote:
The Stronghold fits in well with the existing factions and sort of resembles a mash of the Sylvan and Dungeon groups.

No doubt, he's clueless

Ok I read it carefully and I can tell that he had not played much the previous titles. There may be some trial and error but that's if you want to press your luck. You are afraid of big stacks, wait for later when you have a good army. The whole orc campaign is building army and charging to the enemy towns - period. Necro campaign is trickier but when you can summon a phoenix, puppet enemies, regain mana and raise your troops what is your problem? Yes you will face some tough enemies but you can return back and get more army, the specials should give you an edge already.

What is someone really looking for in a campaign anyway? A cakewalk where everything is offered to you in a silver plate? In that respect shadow of death SUCKS because it had some hard missions. He's just biased and does not even consider that some may like this.

____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted October 20, 2007 11:46 AM

What can you expect from people that make they living from writing this kind of stuff for every game. Whose guys probably dont even like the game and dont try to get to know them very closely. When i look for opinion i prefer to read opinion on forums. For me this is most credible source. Besides, i thought that the harder campaign, the better.  

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Duncan
Duncan


Famous Hero
The Pathfinder
posted October 20, 2007 11:51 AM
Edited by Duncan at 12:22, 20 Oct 2007.

Well said guys! Very well put. Do a favor, write a review somewhere (people who are gonna buy prolly won't read here will they? I know this forum after playing, not before) so the world really knows the game from those who actually can play, not from a n00b who get stuck & frustrated in the campaign then said it's too difficult...

EDIT: Amazon maybe a good place to start. Voluntary review, not for making a living, hence more unbiased I suppose.
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But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted October 20, 2007 01:56 PM

Quote:
*   Identical in style and tone to the original Heroes V and its first expansion  


Idenitcal...?  This fool could not be more wrong.  If the storyline doesn't more than exceed the original's standard, the diversity from the alternate upgrades breaks it.  Indeed, what are they smoking?

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted October 20, 2007 02:34 PM

I agree with what feluniozbunio said; the reason why there are 4 difficulties is that everyone should play according to his limits; if you're a noob play on easy, if you're good play on heroic; simple as that; you can't call a game hard when it has different difficulties levels;

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