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Normalerweise stehe ich zu starken Einfl\u00fcssen von Fangruppen bei der Spiele-Entwicklung skeptisch gegen\u00fcber. Viel zu h\u00e4ufig zerstreiten sich die Gem\u00fcter. Puristen wollen keine \u00c4nderungen. Eine andere Gruppierung fordert eine Umw\u00e4lzung der Mechanik\u00a0 der Mief alter Zeiten muss raus. Und mittendrin steht der Entwickler, der es nicht nur diesen (und anderen) Gruppen, sondern vor allem auch dem Producer recht machen m\u00f6chte. Und ein “Konsens-Spiel” gef\u00e4llt in der Tat den wenigsten. Dementsprechend habe ich auch gedacht, dass das ja wohl kaum etwas werden k\u00f6nne, als Ubisoft ank\u00fcndigte, bei der Entwicklung von Might & Magic Heroes 7 die Fans mit ins Boot zu holen.
\n
<\/figure>\n
Der klassische St\u00e4dte-Bildschirm feiert sein Comeback in Might & Magic Heroes 7. \u00a9 4P\/Screenshot<\/div>\n<\/div>\n“Der Schattenrat” hie\u00df die fanbestimmte Instanz, die in einigen Fragen entscheiden konnte und sich gro\u00dfen Zulaufs erfreuen durfte. Dabei ging es nicht nur um vergleichsweise oberfl\u00e4chliche Entscheidungen wie die Inhalte der Collector\u2019s Edition – auch spielmechanische Auswirkungen wie z.B. zur Verf\u00fcgung stehende Fraktionen usw. wurden mitbestimmt. Sehr sch\u00f6n: Das mit der Entwicklung betraute Team von Limbic (Might & Magic 10), hatte offensichtlich schon vorher eine Vision, auf der sie sich von der Community begleiten lie\u00dfen. Und diese Vision hat vorgesehen, sich u.a. auf die erfolgreichen bzw. beliebten Elemente der letzten Teile zu konzentrieren (allen voran 3 und 5), diese behutsam zu modernisieren und in ein zeitgem\u00e4\u00dfes Gewand zu packen – in diesem Fall wird die Unreal Engine genutzt, die stimmungsvolle Bilder und abwechslungsreiche Landstriche auf den Bildschirm zaubert.
Unglaublich klassisch<\/strong>
Dementsprechend rustikal (b\u00f6se Zungen w\u00fcrden vielleicht sogar das Wort “altmodisch” in den Mund nehmen) spielt sich Heroes 7 – mit allen Vor- und Nachteilen. Die dreigeteilte Mechanik ist schnell erl\u00e4utert. Zum einen erforscht man mit einem oder mehreren Helden die Karte, die sich unter Umst\u00e4nden auch auf mehrere Ebenen (Ober-\/Unterwelt) verteilt. Dabei geht es nicht nur darum, Geheimnisse zu entdecken. Man sammelt dort auch Rohstoffe ein oder erobert\u00a0 Minen, Holzf\u00e4llerlager etc., die steten Nachschub liefern. Man begegnet sowohl gegnerischen Helden, die von der KI \u00fcber die Karte bewegt werden, als auch station\u00e4ren Gr\u00fcppchen, gegen die man in den Kampf ziehen darf, um die f\u00fcr Figurenaufstiege n\u00f6tige Erfahrungspunkte zu sammeln. Damit auch Anf\u00e4nger nicht ins offene Messer laufen, gibt es nicht nur vier Schwierigkeitsgrade sowie die Option, sich in ein paar Kategorien wie “St\u00e4rke der Neutralen” oder “Ausgangsrohstoffe” ein individuelles Anforderungsniveau zu schnitzen, sondern auch farbliche Codierung der Gegner \u00e4hnlich in Rollenspiel. W\u00e4hrend Grau keine Gefahr darstellen sollte und auch von der automatischen Kampfaufl\u00f6sung mit keinen bzw. minimalen Verlusten berechnet wird, sollte man bei Gelb Vorsicht walten lassen und Tiefrot in jedem Fall aus dem Weg gehen.
\n
<\/figure>\n
Bei einigen Ausbaustufen m\u00fcssen Entscheidungen getroffen werden. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nKommt es zu einem Kampf, wird auf eine Nahansicht des Gebietes umgeschaltet, auf dem man seine Truppen positioniert. Wie gehabt steht eine Figur f\u00fcr die gesamte Einheit, egal ob jetzt z.B. f\u00fcnf Gnolle in diesem Trupp auf Befehle warten oder 300. Die Unterschiede sind nur bei der Berechnung des jeweils angerichteten Schadens wichtig. Die Zugreihenfolge wird dabei in erster Linie vom Initiative-Wert der jeweiligen Einheit bestimmt, wobei die Helden durch Zauber die Option haben, diese Reihenfolge zu modifizieren oder auch direkte Angriffe auf Feindesgruppen durchzuf\u00fchren. Zus\u00e4tzlich hat man die M\u00f6glichkeit, jeder Einheit einen Warten-Befehl zu geben, der sie ans Ende der gegenw\u00e4rtigen Schlange setzt. \u00dcberhaupt findet man nicht nur in der spielinternen Enzyklop\u00e4die allerlei hilfreiche Informationen \u00fcber eigene und gegnerische Truppentypen. Auch auf dem Feld der Ehre helfen \u00dcberblendungen, die richtigen\u00a0 Entscheidungen zu treffen. Man bekommt als Sch\u00e4tzwerte angezeigt, wie viel Schaden die jeweilige Truppe anrichtet, ob der Feind einen Gegenangriff starten kann und wie viele Verluste zu beklagen sein k\u00f6nnten. Neu im Heroes-Universum ist der Einfluss der Positionierung: Ein Angriff von der Flanke verursacht signifikant mehr Schaden und schafft man es, seine Einheit im R\u00fccken des Gegners aufzubauen, wird das Maximum an Angriffskraft herausgeholt.
Kleine Makel, gro\u00dfer Spa\u00dfverlust?<\/strong>