Last year, Might and Magic 6 was one of few PC RPGs of note
released to store shelves, and, to no one's surprise, it
quickly became a best seller, thanks in part to the drought of
decent RPG offerings from the competition and to its canonical status in
a very popular series. Critically, though, the game was a mixed bag;
some reviewers loved it for its hearkening to old-school hack-and-slash
sensibilities, while others (such as myself) derided its poor aesthetics,
dated technology, and dubious combat system. That said, it should come as
a bit of surprise that I find myself so readily liking its follow-up,
Might and Magic 7: For Blood and Honor.
Might and Magic 7 takes off, plot-wise, where Heroes of Might and
Magic 3 (a very solid game, by the way) leaves off. Queen Catherine has managed
to tame the various factions feuding in Erathia and purged her father's
restless spirit. You, as the player party, enter the picture by winning
control of Harmondale in the game's prologue scenario. Harmondale, as
those familiar with HoMM3 know, is a relatively independent party among
the many factions found in Erathia; it is up to you determine the side
(Light or Dark) it follows over the course of the game. What seems like
a lucky opportunity in obtaining your own castle and title soon takes
a darker turn as you become hopelessly embroiled in the affairs of Erathia.
Fans of HoMM3 will be pleased to see the creatures and factions from said
game return, only in a more personal light; the underworld lair of Nighon
is much more disturbing when viewed from a first-person perspective, and
there's nothing more frightening than a Horned Demon up close and angry
(well, OK, there are a few things more frightening, but I be breaking
Oklahoma State law by posting the URLs).
For those of you who disliked being limited to human characters in MM6,
well, weep ye no longer: you now have the choice of creating Dwarven, Elven,
and Goblin compatriots along with the standard Human type. There are also
three new classes of character to consider: the Monk, an unarmed fighter
with thief skills who, at high-levels, will crush the opposition (no joke;
my high-level Monk dishes out significantly more damage than my Knight,
despite the latter's impressive equipment); the Thief, a roguish character
with good fighting skills and all sorts of, uh, thiefly abilities; and the
Ranger, a warrior-mage class that, rather than being the best of both worlds,
seems to be a watered down version of both. As you progress, you'll be able
to undertake quests that will allow your characters to become advanced
versions of their starting class, such as the Crusader class for Paladins.
It'll take a couple of playthroughs to see all the character
configuration options this game has to offer, that's for certain.
The skill set has been revamped, with a number of new skills added,
and the magic retooled a bit. The requirements for Mastery and Grand Mastery
are a bit easier, but since you'll be spreading your Skill Points over more
skills, you'll still have to invest the extra time.
When it comes to graphics, Might and Magic 7 is pretty good for an
RPG, although it is barely middle-grade when compared to the bleeding edge
of PC visuals. Certainly, the 3D acceleration is welcome; the engine runs
glassy smooth on my overclocked Celeron 400 (498) system under the Voodoo 3
chipset. Filtering of the textures and bitmaps removes the blockiness seen
in the previous titles, and the alpha blending adds a lot of extra oomph
to the spell effects.
The Master and Grand Master combat spells look especially explosive;
I can think of a couple first-person shooter developers who could learn
something from NWC. The polygonal structures in the game, such as the
castles and dungeons, sport a solid amount of detail, and go far in
justifying the design decision to bring the series into full 3D.
Aesthetically, the portrait art is decidedly better than that of
MM6, featuring decently rendered humans and humanoids instead of awkward
looking scans of SCA rejects. The monsters also look yards better, although
they still have that plasticky pre-rendered appearance so indicative of
recent New World titles. Texture design is decent, as are the graphics of
the interface. The still art is a bit too awkward for me, but my preference
for anime-sylized art and clean, simple lines should be well-documented by
now.
Despite the killer pyrotechnics and 3D acceleration, the game still
uses stiffly animated bitmaps for characters and more detailed scenery. Trees,
for example, look really bad, blurring out to N64 levels of featurelessness.
Textures are also pretty repetitive, although this is forgivable in light
of just how vast the world is and how much effort was exhausted in detailing
it. Lastly, the game suffers from a bad case of draw-in - a little horizon
fog would've been appropriate, and it could be excused due to the game's
fantastic (think: mystical) ambience.
The sonic package, on the other hand, is a work of two extremes.
The music is richly orchestrated, beautifully composed, and thematically
appropriate. The faint singing in the Dwarven Barrow, for example, is a
brilliant choice that lends an eerie edge to an already unnerving
atmosphere. As it stands, New World have always been the kings of PC
game music; their choice of tunes is always appropriate and always listenable.
The included ambient effects are also well done; the growls, squeaks, and
clanks in many of the dungeons will have those of you with EAX and/or A3D
sound setups constantly on edge.
On the other hand, the voice effects, quite frankly, suck.
The character voices are obnoxiously grating, in the way colicky babies and
fingernails on the chalkboard are; they all seem whiny and inappropriate.
These voices are the aural equivalent to the hideous scanned portraits in
MM6: they are disjointed and mar the overall polished feel of the game.
The game itself is all about exploration and battle. When compared
to a console RPG, PC RPGs seem notoriously open-ended and plotless; MM7 is
certainly no exception. The plot progresses in large spurts, here and there,
with vast tracts of exploration and combat filling in the space between
pivotal episodes. That's fine with me; I don't play PC RPG titles to read
narration. I play them to develop my own characters and involve myself in
a large and diverse environment, building skills and challenging my mind.
In this aspect, MM7 well and truly delivers; the continent of Erathia is
enormous, with a veritable legion of dungeons and secrets waiting to be
discovered. On my first 80+ hour playthrough, I let several interesting
locales and quest threads go unexplored, and I eagerly await the opportunity
to try again, with a different set of character classes and skills. If it's
replay you crave, MM7 will definitely deliver. In fact, with all the positive
changes to the game engine, those of you who burnt out quickly on MM6 may
find yourselves more eager to return to MM7's world than you did that of
its predecessor.
The interface, for the most part, is easily navigable. Mixing
potions, using items and equipping your characters is easy and seemingly
glitch free. Allocating skill points and examining character statistics
are also pleasantly simple operations, and a handy comparative list of
vital stats for your party overall is but a click away. I probably spend
more time sizing up damage levels and armor classes than is healthy, but
it's just so durn convenient!
As in Might and Magic 6, combat can be set to either turn-based
or real-time. Fortunately, the turn-based system is actually quite workable,
unlike in MM6, where you couldn't engage in any tactical movement and
enemies couldn't be approached from angles. This resulted in real-time
being the only viable option (unless extreme frustration was your objective),
and turned the game into a Quake-like arrow-and-fireball strafe-o-rama. To
a hardcore turn-based fan like me, that was not an option. Thankfully, the
turn-based combat mode in MM7 has been retooled to allow movement, and as
a result feels much less cumbersome. It's eminently playable in this
incarnation - a major round of applause to NWC for improving, rather than chopping, this option.
Not that the real-time mode is bad, mind you; since the monster
count has been reduced, switching to real-time to take out stragglers and/or
emplaced critters is a good strategy. Personally, I prefer the turn-based mode
for the 10+ bandit battles, and then swapping over to real-time when I
know an area is reasonably clear. With turn-based now an option, gamers can
develop more flexible approaches that fit their play style.
You can also get assists from guards and townsfolk during battle.
It's actually a very workable tactic to bait raiders into chasing you, and
then let the town guards soften 'em up as they rush headlong into a city's
confines. It's also an easy way to snag a few good items without completing
a townsperson's quest - if they get smacked by a goblin, the item you would
have received as a reward will by lying at the feet of their corpse. Other
novel methods of battle outside of direct combat also exist; early in the
game, you can commandeer a cannon-laden goblin fort and blast their fifty-
strong army to smithereens without having to engage in more painful direct
confrontation. I got quite a bit of mileage out of that little tactic, I
can tell you.
If I have one significant problem with the combat system, it lies in
the graphic method utilized to display a character's readiness. After a
character attacks, there will be a delay (which can be minimized through
spells, equipment, and training) before he or she can attack again. When
that character is ready, a green aura appears over the portrait. In the real-
time mode, this is troublesome because A) the green aura animation is very
plain, and B) you are trying to position yourself onscreen before that
angry red dragon burns your characters to a crisp. As a result, it's hard to
pick up said animation in your peripheral vision, and you have to direct your
attention away from the action at occasional intervals to determine if
Ms. Sorceress is ready to throw a fireball or if Mr. Cleric is ready to heal.
Since there are separate keys for attack and magic, selecting the
wrong one by mashing haplessly could mean the difference between life or
death. Obviously, using the turn-based mode reduces this problem, but, as
claimed earlier, there are times when the real-time mode is more efficient
and useful.
The overland and dungeon design is some of the best I've seen since
the Underworld titles, and that's saying something. While the first few
dungeons, such as the Temple of the Moon and the White Cliff Caves are a
bit featureless, things improve rapidly thereafter. All sorts of keen
Indiana Jones-esque visual puzzles abound, and a keen eye is often rewarded.
The difficulty balance is well done; very few of the dungeons have puzzles or
secrets that are impossible to solve. The sticking points occur because
you simply aren't getting it, not because the designers are sadistic
bastards who feel that mindlessly meandering the halls of Castle Newbie looking
for that torch to pull to activate Door #3 might somehow add to the fun (that's
a hint, Bethesda). As with the interface and the play engine, the dungeon
design simply exudes polish and refined design. Hey, at sequel number seven,
one would hope so!
Just like MM6, you can hire NPCs who will bring new skills to the
party repertoire or enhance existing ones. Me, I toted around two little
statmongers who, for 1000 gold apiece, collectively boosted my magical
defences an extra 40%. The money-grubbing fiends also took 20% of my
gold until I swapped 'em 30 hours later, but they did save me from a
potentially nasty demise at the claws of a certain fire-breathing dragon
named Wormthrax...
And if all that just isn't enough to throttle your goblin, a cool
side game called ArcoMage is available after a certain quest early in the
game is completed. You can play this special card game at any tavern in
order to gain money, and, should you defeat thirteen opponents, a woman in
Steadwick will give you a special prize. ArcoMage is a Magic the Gathering
style game, where you have a Quarry stock, a Magic stock, and a Zoo stock.
Each card played uses an amount from the stock (or stocks) to attack your
opponent's wall and tower, build up your own wall/tower, increase your stocks,
or decrease your opponent's. Build your tower to a certain size, or decimate
your opponent's, and you will win the game. If it all sounds a bit surreal,
well, it is; it's also a lot of fun and a great way to waste time within the
game world.
When all is said and done, Might and Magic 7 is a charming RPG that
successfully cleans up the failings of its predecessor and offers a fairly
deep hack-and-slash experience. Through superlative dungeon design and a
massively extensive character development methodology, hardcore PC RPG nuts
will find a good one-hundred-fifty or so hours of play in this bad boy, at
least. New World has listened to the fans and it shows - Might and Magic
Seven: For Blood and Honor is a professional and worthwhile RPG offering that
is definitely worth the asking price. Anyone looking for a post-Baldur's
Gate fantasy adventure will do no wrong purchasing this quality sequel.
The Bottom Line: Despite having a questionable combat system and a
few graphic shortcomings, Might and Magic 7 is an obscenely entertaining
PC RPG title. Fans of old-school hack-and-slash will adore this title; console
RPG gamers looking for a meaningful story need not apply.
-- Doug Erickson