



This tendency carries over into the main story as well, which centers on Griffin and the leaders of the six factions chatting it up around a table as though this was the war room in Dragon Age: Inquisition. At one point, in fact, I found myself looking up a wiki from a previous Heroes game to gain some insight into MMH7's gameplay. It's almost as though there's an assumption in play here that new players who've never tried the series wouldn't be interested. MMH7 was clearly designed as a fan's game, but in this regard Limbic pushes the concept to a fault. By far the most annoying one was the way clicking on one part of the map would sometimes send my hero right where I wanted them to go, but for the next turn I'd have to click multiple times to get them to move.The biggest problem is that there's a lot of nuance interwoven through the gameplay's fabric that goes unexplained, such as stacking a bunch of weaker ranged troops together to make a formidable force or how turns are limited by abstract increments known as "days" and "weeks." No tutorials introduce those ideas, and with no significant formal manual and much of the interface lacking tooltips, there’s a lot of potential to confuse rookies that could’ve easily been avoided. “It all works well enough, save for several bugs, such as heroes vanishing into towns never to return, or a camera that seems to have a mind of its own, and performance issues that sometimes seem to stem from running Ubisoft’s Uplay overlay at the same time as Steam’s, and sometimes are unrelated. MMH7 simplifies the business of hero progression as well, while still providing many options, chiefly through the introduction of a skill wheel that lets you put points in everything from Leadership for troop boosts to bonuses for actual combat attacks. They're drab at first, but rather impressive to behold once everything's in place.

Gone, for instance, are the 3D towns in their place, Limbic introduces 2D town maps where you can create and upgrade new troops and buildings through an intuitive progression tree. There's also a drive for simplification at work here - one that's aimed at bringing the series back to its roots and stripping away the chaff that's worked its way in since the late '90s. It's a shame, then, that Limbic's efforts at prettifying the world and characters sometimes backfire, as in the ways that the seven resources (like wood and ore) sometimes get lost in the busy details of the otherwise-attractive maps. “The few other additions to the old formula chiefly amount to eye candy, as in the dynamic events that sometimes pop up on the overworld map, such as when an ogre smashes a key bridge in two with a boulder.
