I find myself very interested in Elemental, firsly because of the developer's reputation, and secondly because it seems like Heroes of Might & Magic.
But I find myself wondering what would be the point of a long time HoMM fan in purchasing this game?
My general impressions and read throughs of previews give me the idea that it is like MoM, but I don't find MoM all that different from the HoMM series.
I guess what I'm asking is what incentive do I have to branch out and give this a buy rather than gleefully sticking with the HoMM series.
Thanks in advanced for any advice.
PS: I love Sins of a solar empire and already purchased demigod, but those are both so different to me.
Well, this game is said to be closer to Master of Magic. HoMM took a bit from master of magic in terms of 'is a turned based strategy game with (the first HoMM came 2 years after MoM) however it was based a bit more on specific factions or city types. They both stem from the same core idea though. I imagine this game would be closer to Age of Wonders which was about a middle ground between HoMM and MoM.
Hmm, I think I'll try it see how it feels, and maybe my impatience will lead me to buy beta access.
Thanks for the hasty reply
Yay! Welcome onboard the Elemental train! Next stop Beta Town!
So many drugs, so little time...
I can't begin to imagine how one could play both a HoMM game and MoM and come away thinking they were alike.
Well, here I have to disagree.
HoMM and MoM are very different games altogether.
HoMM is very hero focused while in MoM they're just an addition. Heroes in HoMM are your basis for an army (they confer large bonuses to units under them and are thus a necessity) while they don't do much for an army in MoM (besides being a very powerful unit). You can (and have to) found cities in MoM while you can't in HoMM. MoM is more strategy focused while HoMM is much more RPG focused. HoMM has no research or global spell research while MoM has (resp. Elemental will have a tech tree).
Saying they're the same or very similar, is like saying a team game like Counterstrike or Team Fortress and a survival shooter like Left 4 Dead are the same because both belong into the genre of shooters.
They play very differently. MoM is/was much more for people who play games like Civilization while HoMM is more for people who like more RPG-like games (or both are for people who like both or neither, generalizations anyway).
Ohhh, I am making a very astute observation, pay attention now
HoMM and MoM might not be exactly the same in terms of gameplay. But thematicly they are very much alike. You got your elves, dwarves, humans, gnolls, trolls, eggrolls etc. And you have castles as important, not so numerous bases.
I believe that EWoM will be different from the two other games in the aspect that there is only two playable races, humans and fallen. That would give the game a very different feel than the others. In HoMM and MoM everyone had their own favourite races, and what race you were colored the gaming experience to a very high degree. With EWoM there are only the fallen and humans, so you probably won't experience the same kind of diversity. Note I said "kind of diversity", as I am sure there will be diversity. But it would propably give EWoM a different feel to it.
I thank you for your detailed description of the differences between HoMM and MoM, I grew up with HoMM and played MoM only a little bit.I guess since I didn't dig deep enough into MoM I couldn't see the specific differences and kind of thought that they are similar enough on the surface.
I guess I probably should have stated the amount of experience I've had with Masters of Magic.
Cheers!
I'd hate to know what you consider a less than astute observation.
The thematic breakdown of MoM is that all races stick to themselves and all sides are led by a powerful wizard trying to become a god and wipe all the other wizards out.
The thematic breakdown of HoMM is a bunch of groupies hanging out based on ideals. You've got the humans and the undead(not that there's an undead side in MoM), but everyone else is way less bigoted. The elves are hanging out with dwarves and sprites, the minotaurs are playing footsie with the centaurs, cyclops is trying to keep his eye on orcs, goblins, trolls, and ogres all at the same time, and those poor halflings really have their work cut out with the magi and titans trying to use them for target practice when they run out of golems. It's all but cheerful until the fifth as well. Even dark, grim storylines built on bloodshed were laced with humor. Did I mention that MoM was grim?
Thematically, the only trait they share is that they're both in a fantasy setting that isn't directly ripped from Tolkien.
Gameplay they're even further apart.
HoMM uses stack based combat. Using the second as an example, you have five slots for stacks of units, a thousand peasants take the same space as a single one. Armies are lead by a hero, hence the naming convention, it's a spin off from the Might and Magic series, rpg's I didn't like. The heroes start out all but worthless, but eventually become game changers, might characters give peasants the offense and defense of dragons, still one hitpoint and damage, but much tougher, magic characters kill the entire stack of peasants, and everthing else but the dragons, with chain lightning. Resources are aquired by fighting guards and capturing pre-placed mines, and the only city advancement is in building a relatively small set of infrastructure. Those cities are pre-existing as well.
MoM doesn't use stack based combat, one unit is one unit. You have a max unit count on any one tile, and that's the biggest army possible. You can obtain heroes, but they are a bonus, not a necessity for an army, and you yourself have a magical presence on the battlefield and main map, as opposed to being a purely imagined figurehead that never acts. You cast your own spells using your own mana pool, summoning armies, enchanting units and destroying the enemy. You aquire resources by building roads to them. Your cities are built by you, and use the tiles around them for your city production levels much like is done in civ. Also much like civ, there is a lot of infrastructure to build in those cities. It's basically a fantasy civ with tactical combat.
In short, they are nothing alike.
WOW Thank you muchly psychoak, Now that's really fully detailed, Now you have me interested in what Elemental might be if its anything like MoM.
I appreciate you taking the time to breakdown MoM for me.
Good Night and Hopefully we can play Elemental together if not Demigod!
Hey, don't say HoMM is a spinoff of the Might and Magic series, that isn't the case at all, despite the similar titles. The Might and Magic games are straight up RPGs, and the HoMM series are harder to classify. HoMM is based on an early title called 'Kings Bounty'. They are distinct properties, even if both series were made by New World Computing.
And Master of Magic was developed by Simtex, who are probably more famous for the first two Master of Orion games. Unfortunately, both of those IPs are now held by Infogrames Entertainment.
I don't supose you thought about that before posting?
Roland and Archibald Ironfist are the main characters of HoMM2, and they're prominant characters in 6,7 and 8 of the other series. MM6 is about restoring Rolands mandate to rule. MM7 is about as directly tied into HoMM2 and 3 as it can possibly get.
The only thing missing from the HoMM series is the references to technology, no mention of the interstellar war at that point, same characters, same nations, same stories.
Names and labels mostly. In terms of gameplay, graphics, and target market, they're quite far apart. They're about as similar as any two titles made by the same company. HoMM II also came out before Might and Magic VI through 8.. so maybe they're the spinoffs.
Surely the very definition of a spin-off is a separate product line using the same setting to attack a different market?
/wrists
Perhaps I should have used another smilie. perhaps?
The word "thematicly" wasn't exactly what I was looking for. My main point was that you won't have the same large diversity of intelligent races in EWoM as in MoM and HoMM
Too late, I already killed myself.
woah... killing ourselves over Might and magic... whatever happened to my true might and magic games? I miss my 1st person = entire party dungeon crawling.
but that is a different story.
While the raw play has very different focuses, that doesn't mean we can't learn and use a lot from HoMM. HoMM has more focus on heroes, but that is mostly because MoM didn't have the scope to do even more than it already did. Logically, there is going to be more focus on heroes then MoM originally had, just because there is a demand for it. If you have a few static heroes with no options, then players would feel cheated. AoW at least had the options of specilizing heroes in different areas.
The other thing is HoMM had much simpler resource management (no building something over x turns at -x per turn). it was a flat payment and you get it. you saved many different resources beyond just gold, and units were available on a per-week basis.
AoW used the HoMM style of caputuring locations, rather than MoM which uses more of civilization style resource gathering. So this game its hard to say exactly where it will end up. (hopefully closer to the MoM/ Civ style)
tell me please, the fight in the Elemental is a real-time or turn base?
Think.. tactical combat Baldur's Gate-ish. The turns are there, but it's not turn-based, it's real-time and with a pause option.
Thx for your answer! Very disappointed, I thought would be like in "master of magic" or "age of wonders".
I'm still hoping we'll have an option to run it that way. The term I've noticed devs use is "continuous turn-based," so if it is really turn-based, then we should be able to opt out of the continuous part if we really dislike a game that forces us to keep our hands on mouse &/or keyboard. But I fear that the plan is indeed for what rubes like me would just call "real-time" despite any marketing language.
Yes "real-time" in battles can become frustrating since the computer AIs can provide 100 different commands to 100 units within one second where the human player would be lucky to provide 3 different commands to 100 units within one second. This then becomes more of a test of how fast you can click the mouse and/or keyboard where careful strategic thinking is sacrificed.
The only real-time strategy game I know which allowed for fair gameplay was the original Stronghold from Firefly Studios. Here the game allowed you to adjust the game speed from fast to very very slow which allowed a human player to provide 100 different commands to 100 units within one second of the games time. If only this game allowed for larger map sizes.... ugggh!
Need a "turn base", these games are very few and Real time game a lot. Dow2, SC2, Brigade E5:New Jagged Union and many others. waiting disciples3 и jagged aliance3. Sorry my bad English.
Because they have given us no info about it really (besides half-statements given by frogboy indicating that it isn't complete yet), we don't know. I have the same impression as Luckmann, though I can't imagine they would let us fans of MoM, AoW, HoMM style turn based combat down.
Its was suggested that it was a hybrid intended to please all audiances. (online turn based is kinda lame after all)
To continue (badly) the spin-off from HOMM, the MM 5/6/7 games let you toggle between real-time and turn-based. It worked in some ways and did not work in others. It will be interesting to see what Stardock does for this. I have a hard time imagining how you could ever play a strategic multi-player game where you have any sort of interaction during battles. The only exception of course being if battles last longer than 1 strategic game-turn. But I call those "wars".
DOWNTIME KILLS ALL!
The most boring thing possible is waiting while others fight a battle. Anyone ever played the old board game Titan? That game had a strategic map and a tactical map. While a great game at times, large battles could easily last 30 minutes or longer. While those 2 players battled, the whole game halted. (I own 5 copies of the board game, and recommend folks check out the online implementation of it. For more information on the board game, see http://www.boardgamegeek.com/boardgame/103. For information on the online implementation, see http://colossus.sourceforge.net/.)
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