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HoloDust said:
Bofferbrauer2 said:

I wish Jon Van Canegem could buy back the rights, but considering his mobile game just died earlier this year, I have my doubts he could finance that...

VIII was weaker (and easier and too short), but at least it had an interesting set of races to play, but balancing was, yet again, totally off. Balancing issues were a problem in all 3 3D Might & Magic titles, and just got worse over time:

  • VI had that if you could learn the skill, you could master it, too, which made Knight and either Sorcerer or Cleric (one of both is needed for Light/Dark magic, which Druids don't learn) redundant.
  • VII made the Cleric essential and the Thief OP (higher Armsmaster skill than a freaking Paladin, hello?) and on a good side run arguably also essential too as only an evil Monk can learn master disarm traps, everybody else just gets expert at best, and if you want to mix potions, then also the Druid can get essential for the stat-raising potions. Meanwhile the Ranger is absolute rubbish and while he has a lot of skills, he's only basic or expert in the vast majority of them.
  • VIII has pretty novel races, but their balancing is even worse than in VII. Dark Elves and Dragons are so OP that you barely need anything else - while to others (Minotaurs and Vampires) are borderline useless while Trolls and Knights are just two flavors of the same stuff. Druids got dummied out (there's still the Druid circlet in the game hinting at their existence earlier in development) and while it has so many different races, I'm still sad no Lizardmen race got into the game (Grandmaster Spear, Master Archery and Regeneration just make so much sense for them as a playable race), despite the game starting on their island and fighting the Regnan Pirates. You get a representative from every other race in the game but not them...

My memories on specific details are...very vague. I remember enjoying VI and VII immensely, and was very meh about VIII. I would love to go back and replay them all, but unfortunately I don't have time even for the most of the new stuff that I want to play, let alone something that I know would take months to go through. 

I'm not sure what can be done with IP in the future - case of Wayward Realms might show the path, if it succeeds (despite Julian dying), at how old dogs can have new tricks up their sleeves, while maintaining feel of the original creations. But to be honest, I think THQ Nordic is probably only one that might pull it off, giving it enough funding, yet keeping it in A/AA space, if they acquire IP in the future.

Pemalite said:

Honestly... I stopped playing Heroes of Might and Magic after number 6... But 3 was definitely the pinnacle in the series.

Zkuq said:

I think I played (or maybe mostly watched) a bit of HoMM3 when visiting a friend as a child, but since then, it's been all purchases on GOG and no playing yet (because, you know, backlog).

Early HoMM are great games and more than worthy offshoots from main Might & Magic IP. II & III are my favourites, though I think last one I've played was V, so can't really tell anything about newer titles..

Wayward Realms looks interesting enough, though I largely prefer having a party instead of just a single character - which is why I never really got much into TES.

As for HoMM, my favorites are IV and III, in that order. IV is a bit off-putting at first due to all the changes, but once you get past them then the superior writing and story of the game shines through and you really start loving all the quality of life changes, like flaggable unit production buildings and caravans. III has the better balancing though, and I prefer it's combat map with hexes instead of what they did in IV. II is also great, but unbalanced especially for highest-tier units. I do like however how it's conflict shapes the game world of M&M VI and VII