sábado, 19 de abril de 2025

The Trial of the Tide

Scene 1: The Cliff Trial


        "In the ancient days of Númenor, the brave proved themselves not by words... but by water."

A half-naked, athletic young Númenórean, hair wind-blown, eyes like fire-lit sapphire. He stands at the edge, muscles taut with determination.

"He was one of them... eager, proud, and untested."



Silhouette of him sprinting toward the cliff's edge, leaping into the void. 

        "The cliff called. He answered."

Underwater chaos — the youth fights against crushing waves and deadly currents.

        "The ocean showed no mercy."

He emerges, gasping on sharp rocks, victorious — bloodied, but alive.  

"And yet, he rose... reborn by water."



Scene 2: The Warrior Emerges


Now a grown man in regal, silver-blue Númenórean armor, standing shoulder to shoulder with fellow warriors, each in elegant Elven-crafted plate. Behind them, war banners ripple.

         "Years passed. The boy became a man. The man, a sword of Númenor."



Across from them, a nightmare — hordes of Orcs, twisted Trolls, and monstrous men corrupted by shadow.

         "Now he stood not before waves... but before darkness incarnate."

A looming figure in the distance — Sauron, cloaked in flame and dread, towering among his army._  

"The tide was darker. The enemy... mightier."

 


Scene 3: The Great Clash


The Númenórean army marches — a wall of silver and blue, banners flying, swords gleaming.

              "The Island of the Star moved like thunder made flesh."

Clash! Chaos. Blades strike, magic erupts. White light against black sorcery. Trolls crush, Elves slice, Númenóreans hold the line.



        "Honor met horror. And hope... met shadow."

Victory — but just barely. Corpses litter the battlefield. A battered yet standing Númenórean force stares into the ash-streaked horizon.

"The sea-born men prevailed... but the price was steep."


Scene 4: The Deceiver's Smile


Sauron, his monstrous form melting away into something fair — a tall, impossibly beautiful Elven-like being clad in black robes, eyes like obsidian stars.

         "When power failed, deceit rose."

He stands before the Númenórean court, head bowed in feigned submission, a dark crown in hand.  

"With beauty unnatural and lies forged in shadow..."



His glowing, hate-filled black eyes as he smiles slightly._  

"...he offered gifts more deadly than blades."

viernes, 18 de abril de 2025

The Exiled Jedi, A dark Star Wars story

Two Jedi Masters are en route to the planetoid X-33, in the Dendryan System. Both stand at the cockpit window, watching the blinding rays of hyperspace tear past them.

“Master Kalydor, the Separatists of the Remnant are headed for the planetoid. By using that route, our forces will be forced to split during a potential battle over Coruscant.”

Kalydor nods solemnly, taking a moment before answering.

“But they do not count on a single individual — a former Jedi Master in exile… one of the most powerful beings in the galaxy, and yet condemned to barely survive on that rock. He may become our greatest ally… if he agrees to it at last.”



A barren and desolate planet, with a pitch-black sky; it is bathed in a faint and sinister light. Its terrain is riddled with craters and deserts painted in various shades of gray. This is a barely habitable and harsh world.



On this planet lives an ancient and nameless Jedi Knight; an old man with a stern face, dark skin, a white beard, and deep, glowing white eyes. He hides from the occasional visitors who, once every decade, dare to venture into the unhealthy and hollow cavern he inhabits. His attire is entirely jet black, following the traditional garb of the Jedi Order.



This exiled Jedi was once a powerful and wise Knight from Coruscant who, because of his dark and divided soul, self-exiled many years ago to this remote planet. He is unaware that he is about to be visited by two eminent Jedi Masters: An Kalydor and Eldrin Brightstar.



The encounter happens organically: it seems as if the exiled Jedi was fully aware of the arrival of such esteemed visitors.

An Kalydor speaks calmly: “It has been a long time since our last meeting.”

The exiled Jedi replies: “Indeed, Master.” He then bows deeply, nearly kneeling before the newcomer.

Eldrin Brightstar watches the encounter attentively and with surprise, suppressing his many questions.

An Kalydor continues: “Do you know why I am here?”

The exiled Jedi nods slightly: “You seek my support in your confrontation against the Separatist forces crossing the nearby paths, heading toward the spaceport and on course to Coruscant.”

Master Kalydor nods gravely.

The exiled Jedi stands up: “I am ready to fulfill my duty to the Order. My inclination toward the dark side is still strong, and my wisdom remains fragmented by the vortex of the Force’s neutrality, that entropic entity that pulls me from both sides, tearing me apart.”

The three Jedi Masters leave the cave.



We then see the three Jedi Masters gazing into the distance at the Separatist droids, escorting their cybernetic tanks; it is a full legion.



The exiled Jedi looks directly at his companions: “I will go down alone.”

Eldrin Brightstar is once again surprised by An Kalydor’s silent acceptance, thinking the powerful Jedi Master would surely stop the lone Jedi.



We now see the exiled Jedi waiting, hooded and with his head lowered, as the dreadful convoy approaches at a cautious distance. His small, solitary silhouette stands in stark contrast to the endless host, which will most likely crush him.



Within the Separatist convoy, we see a close-up of a disciple of Darth Maul: Darth Brynniuus—powerful, dark, and horrific—armed with a double-bladed red lightsaber. Despite being surrounded by the massive escort, his expression is somber and troubled. He is worried about the impending confrontation with the exiled Jedi.



The exiled Jedi adopts a combat stance without revealing his face, ignoring the shouts and commands issued by the droid generals.



The first laser blasts are fired toward the exiled Jedi. Now, at last, he reveals his face and opens his eyes, making them shine brilliantly white: the time has come to strike back.

An Kalydor, and especially Eldrin Brightstar, look uneasy and agitated as they watch the unfolding spectacle, fearing the worst. Somehow, Master Kalydor knows the unleashed power of the neutral exiled Jedi, and chooses not to intervene.

The exiled Jedi unsheathes his lightsaber with its characteristic hum: it is a unique weapon, unknown to both Jedi and Sith. Its blade is of a strange and singular color: a luminous grayish-white, with hints of metallic silver, deep black, and radiant white.

The exiled Jedi not only dodges like lightning but also counterattacks with brutally powerful strikes, slicing dozens of droids in half as he dashes, feints, and leaps like an elite athlete. He seems untouchable—like a raw, unleashed force of the Force in action.

Eldrin, in awe, thinks to himself: “Not even Master Kalydor could wield a lightsaber like that.”



Darth Brynniuus breaks his silence and steps into action, igniting his double-bladed deep red lightsaber and charging toward the exiled Jedi.

The Jedi and the Sith now stand face to face; Darth Brynniuus appears agitated, circling with violent gestures, while the exiled Jedi remains calm, waiting for his formidable opponent’s attack.

Darth Brynniuus attacks with all his might, but all his powerful and violent blows are dodged or deflected by the exiled Jedi, who displays unimaginable combat skills.



Exhausted and disoriented, the Sith steps back to catch his breath. It’s now time for the exiled Jedi to counterattack. His luminous strikes overwhelm the dark warrior, making him stumble.

It seems the Jedi’s blows only land when provoked. He does not initiate an attack; his strikes are always counters.

For him, light and darkness are sap from the same tree. His violence is astonishing, and his mastery of the white lightsaber is unmatched.

The Sith is finally defeated, clearing the way for the exiled Jedi to dominate the battlefield against the armored droid army, which begins to retreat.



The exiled Jedi uses the battle droid machines to create chaos, forcing their cannons to fire upon one another, taking over the pilot seats. Ultimately, total chaos reigns among the Separatist ranks, which begin to withdraw. The invasion has been stopped.



An Kalydor and Eldrin Brightstar (the latter in a state of euphoria and visible inner turmoil) descend from the nearby hillside to meet the exiled Jedi. Their farewell is brief and solemn.

An Kalydor attempts to invite the enigmatic Jedi to Coruscant, to the Jedi Temple, but the offer is respectfully declined.



An Kalydor responds to a perplexed Eldrin, who cannot stop asking questions:

“The man you met today, Eldrin, is a former Jedi—probably the most powerful the Order has ever known on the battlefield. But his dangerous inclination toward the dark side nearly drove him mad, and now he lives in what our tradition calls Entropy: a static and enigmatic place within the Force. That is why he cannot leave this remote planet.



...But that does not stop him from remaining loyal to the Order.”




Heemann's Dark Worlds of Fantasy based on He-Man franchise

This dark fantasy world built upon He-Man franchise is my attempt of re-reading the saga by adapting the story to a more adult premises. In this renewed dark He-Man settings, death, blasphemy, vengeance, despair, tragedy, exotism and erotism take place. 

Almost everything will be transformed, re-written or re-imagined. Some characters will stay while other will be removed. The amazing AI text-to-image capabilities allow us to do it!


Introduction

Heemann is a powerful, immortal hero from the planet Eternam. In each era, he takes on the appearance and personality of a man burdened by a tragic fate. In the time during which our stories take place, the extreme slavery and torture inflicted upon Prince Adann, his family, and his entire people by the warlock Skalator drove him to undertake a desperate pilgrimage to the dangerous and enigmatic Castle Grainskull.

Adann's people slavery

Castle Grainskull

Adann, exhausted and battered, pleaded with the ancient sorceress of Castle Grainskull to grant him a weapon to face the terrible hordes of the warlock Skalator. Moved by his despair, the Sorceress appeared before our hero Adann and bestowed upon him the power sword of the castle.

The Sorceress assured Adann that the sword had belonged since ancient times to the hero Heemann. 

In order to awaken the immense power contained within the relic, Adann had to focus on the deep suffering Skalator had inflicted upon his people—condemned to exile and slavery—while uttering the following words of power:

"I call upon the power of Grainskull... I now have the power!"


Introducing now the rest of the main characters:

Heemann



Skalator



Sorceress


Prince Adann & Heemann





domingo, 16 de febrero de 2025

Heroes Old(est) saga

Hey-hey-hey, my little droogies!


Long time no see :D As I correctly predicted, one decade later, Heroes VII modding took the place, leading the way for Heroes of Might and Magic Olden Era to reclaim its realm by its own born noble rights. 

My friends got older, exactly as I did. The old forums died, letting Discord to invade the land. 

I don't have that much time to play, to be honest, but I'm still here, reading my forums, watching my heroic videos, being half-young, half-lived. Half-baked. Full hattish-and-childish: still earthquaky, still relentless. 

Look, I like Heroes VII modding scenery: it did grow, exactly as I foresaw almost a decade ago, giving birth to a Heroes 7.5 modding community. Yet don't go too far looking for them on forums of sorts: Slyen's minions dwell at Discord's. Heroes 5.5's there too, providing a challenge for all of us, so it's Heroes 3 the Eternal. 

The present I'm interested the most:

https://www.moddb.com/mods/heroes-of-might-and-magic-75 

https://www.moddb.com/mods/might-magic-heroes-55

https://github.com/ihhub/fheroes2 

The Future for all of us: 

https://www.youtube.com/@unfrozenofficial 

https://store.steampowered.com/app/3105440/Heroes_of_Might__Magic_Olden_Era/?curator_clanid=38337724 

https://www.youtube.com/@HeroesTakeTurns

Cheers!

domingo, 21 de enero de 2018

Heroes VII final verdict

Hey-hey-hey, my little droogies!

This time I'm gonna elaborate some comparative stuff regarding our beloved franchise Heroes of Might and Magic, particularly a face-to-face between HoMM V (5.5)  and HoMM VII. If you're a long-term or a so-called hardcore fan, most likely you'd say somethin' like: "hey pal, there's nothing to do here, move on: HoMM 5.5 is far superior!" Yeah, I agree with you, mr know-it-all, but I'm afraid that the question is faaar more complex than that. Let's begin, ready?

I'm ripping open Might and Magic Heroes 7 (v. 2.2.1+Antalyan's UCP+Libertad's townscreens) .

Above all, do not buy the game in full price: Complete Edition (49,99 €), 'cause you'll become a victim of scam. Simple as that. Wait for a good sale. On the face of the negative reviews seen at Steam and Heroes Community, I think is safe to assure that you'd be scared of getting a game full of bugs, clunky animations, moronic AI, awfully-done visuals, slow-paced, as well as poorly optimized and balanced... Nah. Upon releasing the game was actually THAT, but that's not the case anymore. That's the main reason why I've waited for so long to write down this review. Fuck, because I know Ubisoft very well, so back in 2015 I decided not to invest any money on it until the first reviews came out... so they did, confirming my worst expectations. Even more, I think Ubisoft should be issued for fraud, since it's been selling an early-access game at full price, a common practice that cannot be allowed. Period.

Currently HoMM 7 (aka. HoMM 6.5) is a 'standard', solid, classy and revamped version of Heroes III, however it claims desperately to be purified from bugs (partially eradicated by Antalyan), as well as modded (I mean, expanded). If it were not enough, HoMM 7 found an additional BIG hindrance on releasing: the appearance on the stage of magnomagus's great opus: HoMM 5.5. This excellent mod made by a skilled fan devoted to make Nival's offspring great again, finished HoMM 7 off, by putting it automatically to the test in every single way you can think of. Ergo when it comes to review our game, we just can't avoid comparing it with its big brother. Sad, isn't it?  

What HoMM 7 does better than Heroes 5.5:

1. HoMM7's global map is far superior. Arguably the editor. And for a guy like me, who maintains that the global map plus the map editor constitute, at least, a 60 % of a Heroes game, that is not a minor thing. Why is it better? Easy: we (i. e. our Heroes) can reach more distance per turn, so the consequences are self-evident: we are able to do more stuff in less time, ergo our experience is increasingly dynamic, enriching and fast-paced in the long term. But that's not it: the graphical engine (I insist, from the 'global' perspective) is understandably better (2006-2015): for instance, orography is a pain in the ass in HoMM V but it feels smooth in HoMM 7. 

2. This leads us to the second point: the visuals. I'm aware that not everybody would agree with me, but the graphics à la Warcraft provided by HoMM 5 weren't exactly within my taste. On the contrary, HoMM 6 and HoMM 7 made the grade, setting the bar above Nival's generic pretensions. Bravo on that.

3. HoMM 7 is faster. Sure, you'd say it's because AI is ridiculously implemented and yeah, you'd be right about that, but still, for a casual player like me that's not even an actual issue. A Heroes game, fellas, must be relatively fast if it doesn't wanna ruin the whole game experience. I'm not willing to accept more than 8 seconds between turns; everything above that it's unthinkable for many players, at least playing solo (the hot seat experience is pretty much other). Moreover, we're living in 2018 CE, fellowmen: why in the hell is this even an issue at all?...

4. The campaigns. I recall Heroes V campaigns to be dull and ridiculously written. Not that I care too much since I'm not particularly interested in them, but it's something to be aware of.



In what elements HoMM 7 is as good as Heroes V (even 5.5):

1. The skill wheel. To be fair, I'm not sure whether skill system in Heroes 7 is better than Heroes 5.5, but I do like it very much. Having the chance to decide how our heroes will grow is fun, so it's in Heroes 5.5. Again, not everybody would agree with me (definitely not the 'hardcore fans', for sure).

2. Those praised features inherited from Heroes VI and Heroes IV: converting towns, controlling zones, choosing different ways for developing our towns, etc. These are extremely valuable features, shared or not with magnomagus's mod, that enrich our gaming experience an awful lot.


What HoMM 5.5 (and HoMM 6) do better than Heroes 7:

1. Everything related to the game system. HoMM 5.5 is better balanced, tested, fixed and polished than HoMM 7 in regard to the skills, the combat, the factions synergies, etc. I've been witness of extremely fruitful debates at Heroes Community on that particular area and men... you just can't compete with these keen nerds. HoMM 5.5 is a machine extremely-well lubricated while HoMM 7, on the other hand, it's still in a raw stage.

2. The townscreens. What the fuck were you thinking, Limbic fellas? The townscreens in HoMM are no more than glorified smartphone screens that can't be compared with the 3D beautiful environments built in HoMM 5 or the well-crafted 2D landscapes of HoMM 6 (actually my favourite saga-wise). No debate: HoMM 7 is clearly below the two previous instalments in that particular area. Anyway I can live with it: it's not a game-breaker. except in the case of the goddamn 'spider' necropolis, otherwise fixed by Libertad's townscreens mod.

3. The overall animations: HoMM 5 and HoMM 6 are far superior than HoMM 7 when it comes to the combat. It isn't true that HoMM 7 animations are THAT bad, but they're not good either. The experience in-combat is a bit disappointing while in the previous two instalments is so exciting. If it wasn't enough, some sound effects are missing at sieges... Once again, HoMM 7 is the true offspring of a rush and sloppy development.

4. There's no inferno faction in HoMM 7, nor even Sanctuary. Yeah, we're missing, at least, one more faction to it. Modders, get to work! 

5. The ARMG is a Heroes 5.5's powerful tool that clearly overcomes HoMM 7's generic map generator.  

6. You must own a cutting-edge machine in order to run HoMM 7, in exchange for a few more than an enhanced 'indie' game. Really? Poorly optimized.

7. HoMM 7's multiplayer is still in development. Again, not that I care of: I'm not playing a Heroes game for it. 

8. HoMM 5's AI, revamped by Quantomas, is clearly superior, as I already stated it.

9. A loyal fanbase's following HoMM 5 over the years, however it seems that HoMM 7's an early abandonware, only supported by relatively few good chaps.


Verdict: 6/10Properly modded, HoMM 7 might become the best Heroes of the franchise, in my humble opinion. Nevertheless, in its current state it's merely a wannabe.


The future of HoMM 7

HoMM 7 might have a future if projects like these are going through:

1. Global Modding: Ashan to the trashcan edition.
2. Unoffical Community Patch (UCP).
3. Umbramancer. Wryn Pendragon.


Epilogue

I can picture what Ubisoft-Limbic might thought when they were developing both Might and Magic X: Legacy and Might and Magic Heroes VII. Somethin' like: hey guys, let's release some oldies's reeditions by introducing few innovations here and there... In the end that's what the hardcore fanbase is waiting: they wanna see the same old shit wrapped up in fancy graphics, don't they? Well, in a way that's what we want, fellas, but it's not so simple. First of all, you must learn from the smartest fanbase and then try to make a good Heroes game, whatever it takes in terms of time. But above all, don't laugh at us by releasing an unfinished product, for fuck sake!

Additional note

Who am I?, you may wonder: I've started to play the saga right from the start, with the release of Heroes of Might and Magic I, more than two decades ago. I like Heroes games because of the cartoonish, naive and relatively simple mechanics conceived long time ago by JVC. I'm basically a map-maker and a casual player devoted to HoMM 2 pixelated magic world, so I'm not particularly good at stats, skills and stuff like that. Am I a 'hardcore' player? That's up to you to say.  

Have fun!

miércoles, 10 de agosto de 2016

Heroes V 5.5 first map: Beleriand, The Siege of Angband

Here I go again, pals!

A new scenario based on Tolkien's legendarium was born, concretely on The Silmarillion; exclusively designed for Magnomagus' stunning mod. Look, I've never got the guts to entirely fulfill a single Heroes V map... Why? Easy: I didn't really wanna learn physics in order to improve my meager 3D skills, besides I didn't take delight in playing Tribes of the East till our mod. 

I don't feel like to go into details, so let's summarize a bit: my funny vision on the wild continent of Beleriand is currently in beta version, hence it's up to you guys to check out the bugs out there. Good luck!  



Features:

Welcome to the savage continent of Beleriand! 

Seven players:

Player 1: Thingol & Melian. Grey Elves native of Beleriand.
Player 2: Fingolfin, the King of Noldor. High Elves from Valinor.
Player 3: Hidden Lord of Tumunzahar. One of the major Houses of the Dwarves.
Player 4. Maedhros & Caranthir. High Elves settled in the east.
Player 5. Eöl the Dark Elf and his dreary relatives.
Player 6. Ulfang the Black, sovereign of the Eastern Men.
Player 7. House of Finrod Felagund. 

Four teams:

1. Thingol & Melian plus The House of Finrod Felagund. 
2. Fingolfin, the King of Noldor plus Maedhros & Caranthir.
3. The Hidden Lord of Tumunzahar plus Eöl the Dark Elf.
4. Ulfang the Black.

This map pretends to be the first step into the unleashing of Angband's terrors all over the Middle Earth, so... who knows? Maybe the next summer you can count on managing Morgoth and the like. 

Let's face it: it's too harsh and hard to make a Heroes V map, thus I won't invest more time on it than necessary. 

Have fun!!

domingo, 5 de junio de 2016

The Master of Magic Optimization

Hey hey hey my little droogies!

Lemme to be ‘onest ‘ere, fellowmen: writing in Spanish on modern strategy is pointless. That’s a damn fact and I don’t know why. It could be something to do with our customary and well-known devotion to avoiding abstract thinking... An attempt of self-punishment but you couldn’t even blaming me for that: why in the hell the huge Latin America (population 400 millions) constitutes a marginal sector either in entertainment or science. Income per capita? Nah, try over, man, it must be something else. Anyway, from now on, at least half of my posts will be delivered in Shakespeare’s speech.

Master of Magic (SimTex, Atari, 1992) has been unsurpassed for more than two decades. The reasons? GOG’s ad hoc website provides a few. The thing is I wholeheartedly agree with these sweet nerds: MoM’s replicas are flawed, except maybe the Age of Wonders saga, albeit without counting on all of their installments. AoW Shadow Magic, in my humble opinion, has acquired the highest standard. Why? Easy customizable map editor, race-based lore, dynamic global map, active community, maps by the thousands, great mods. AoW 3 is so nice considering some of its features, concretely the uh… wizard-manufacturing process, which is both fun and rewarding, but… look pals, I gotta be honest with you: I profoundly dislike 3D environments: they’re slow-paced, confused and above all, they kill the fun by trying to shock you with cheap cinematic tricks. Pay attention devs! When I’m looking for a good strategy game, it’s good strategy what I really want. Meaning, a bunch of races to choose, a nice-and-easy global scenario, the possibility of getting familiar with my villages by displaying eye candy landscapes, and many other options.

Thereby Age of Wonders it is, fellas.  

What about the rest of the games directly inspired by MoM? Alright, we got Worlds of MagicPlanar Conquest and Sorcerer King, basically. The three of them suck for one reason or another, at least in my childish-and-hattish opinion. Surely, they provide some nice elements –otherwise inherited from MoM- but in the end they’re no more than glorified mobile games lacking in vision, deepness and originality. Therefore, instead of playing cheap copies, I recommend you to go back to the original. In addition, we find these 4x games based on Civilization’s ways: Warlock. Master of the ArcaneElemental. Endless Legend or Master of Mirror (a Civilization 3 mod) are good examples. And finally we come across HoMM’s cheap imitators: DisciplesHeroes of Annihilated EmpiresEador, etc. Well, once again, let me say you guys: They all suck. For starters I’m not a fan of Civilization, thereby my perspective is biased, however in return I must say I’m truly a devoted minion of MoM & HoMM right from the beginning, hence I’m able to say one or two interesting things about it, you betcha.

Which are those elements that made MoM so good? Kinda all of them have been exposed in the mentioned GOG’s page (in the fan comments), but allow me to recap some:

1. The beautiful pixel art invested. Perhaps the young generations of gamers won’t understand what I’m talking about here but there’s a warm and magic feeling inspiring the whole thing: the cinematics during the process of learning spells, the same as the city screens, are too good to be described by a humble mortal such as myself. If you weren’t one of those lucky ninety lads who originally played it, let’s do yourself a favor and give it a try.

2. The highly customizable wizard-in-chief: Myrran, check!; Alchemist, check!; Charismatic, check!... Currently there’re many other games that offer similar options but we’re talking about the year 1992 here, chaps! Given the possibility of shaping our characters, we spent countless minutes making up arrangements by delineating the perfect leader. The result was an accurate personal gaming experience that made us falling in love, literally.

3. The awesome magic system: I’ve never been a brainy nerd myself thus I wouldn’t be talking about this; anyway here it goes: I love researching, casting deadly spells, rising up fire walls across the city perimeters, performing dark rituals and summoning all sorts of fantastic creatures all over the battlefield. There’re so many things to bring up that I can’t even begin to enumerate them… MoM displays such a huge amount of spells and ways of channeling our devastating powers that it’s been constituted the ultimate inspiration for hundreds of games so far.

4. Oh man, so many races to pick up! They weren’t miserly providing options in the pursuit of taking over the worlds. Dwarves, Elves, Trolls, Orcs, Lizardmen, High men… keep on counting. The only games I know offering such a wide range are the AoW’s three first installments (1, 2, 2 SM). As a player I do demand that kind of thing, my dearest amigo, since I’m yearning for renewed experiences all the time, at least regarding strategy. A race implies its own specialized units, skills and features, turning the game practically endless.

5. The diplomacy system. Even now I get excited when I meet my competitors for the very first time. These bastards use to be mischievous and paranoid, deploying their armies all over my country! Needless to say, this key feature adds interest to the game and it was equally innovative back in time. 

6. Two entire planes to discover: Arcanus & Myrror. By splitting the scenario they achieved a wonderful thing: enriching the game experience doubly. Right now I’m portraying these sinister greenish seas… Awesome.

7.  A fast-paced and easy-going turn-based game. One of my favs ever. Look man, modern strategy AI’s runs clunky and we shouldn’t allow that. I’m unwilling to play a strategy game which takes more than a few seconds between turns, otherwise is unworthy of my attention, that easy. If by achieving that goal we need to program 2D strategy games, be it. Actually I’d rather prefer it over the bulky and grotesque 3D settings.

Surely we can keep going.

Although is it MoM the perfect game? Should it be released a second installment? If I were to answer these questions, I’d say: no and it depends respectively. In spite of the bugs and flaws of the original game, MoM aged so well, but it needs to be severely improved. How? Well, as I said, I like AoW Shadow Magic so much since it’s an interesting reconstruction of the formula. Nevertheless, I wouldn’t do a proper second episode but an entire rebuilding from scratch, imitating the Heroes 3 VCMI project. MoM’s aching to be implemented by adding new wizards, units, skills, planes, landscapes, a map and campaign editor, maybe a graphical retouch (without losing sight of the beautiful pixel art, of course), and so on. I’m aware that some good nerds had tried to do that: Realms of HopeMoM: the Resurrection, Magic Master Java Shell, Magic Master ProjectMoM: Restoration of Power, etc., however these indie and small projects have ended up in absolutely nothing.


On the other hand, the only mod that heavily implement our electronic jewel hitherto is Caster of Magic.

In conclusion, I harbor a vague yet vivid hope of playing an enhanced Master of Magic in a near future. It’s up to you smart geeks!

jueves, 8 de octubre de 2015

Heroico déjà vu

…Y diez años después (2006-2016) seguimos más o menos igual.
Le voy a tomar cual viajero en el tiempo, estimado amiguito mistérico, e imaginaré que perdió el norte en algún túnel adimensional, allá por el año 2002, con la salida al mercado del Heroes of Might and Magic IV. El caso es que, como decía en otra parte, se nos prometió una nueva entrega años después —lo que resultó ser el Heroes V—, y como ya dije, el susodicho subproducto fue lanzado a medio hacer, repleto de fallos (bugs), escaso de recursos y con unos requerimientos de hardware exorbitados que lo hacían estúpidamente lento. Los parches se fueron sucediendo, y un año después apareció su configuración definitiva: El Tribes of the East, acabando con cualquier esperanza de que nos arreglaran el jueguito. Porque contradiciendo lo que una vez me dijo un fulano en un extinto foro hispano, el Heroes V chupaba RAM sin contrapartida alguna, y acababas perdiéndote entre turnos más o menos como entre los anuncios de Telecinco: llegaba un punto en que ya no sabías qué hacías delante del ordenador. Horrendo. Esa racanería e impericia técnicas, unidas a un concepto artístico un tanto… mangoide y un editor de mapas frustrante e incapaz de hacer mapas molones de un modo relativamente sencillo, lo hacían antipático a mis ojos y al de otros muchos… Hasta que hace un par de meses el camarada Magnomagus, del foro Heroes Community, mejoró el curro comenzado por Quantomas, perfeccionando la maltrecha inteligencia artificial y acortando los tiempos vertiginosamente; pero su avidez no terminó ahí, porque echando mano del guarro editor, inventó el Advanced Random Map Generator, o en román paladino, un programa “inteligente” que genera automáticamente mapas de una calidad excelente. Ergo hace apenas unos meses contamos con un Heroes V 5.5, o por decirlo así, con una  versión In the Wake of Gods del nivaliense retoño… He aquí que dos de mis tres “peros” se habían solventado, elevando a la quinta entrega al segundo puesto en mi particular podio heroico, en cercana liza con el Heroes II, y que rehíce teniendo en cuenta los últimos acontecimientos:  
1. Heroes III Horn of the Abyss. A la espera de que Orzie y compañía aireen la versión 1.0 del Heroes III. The Succession Wars (probablemente durante el año que viene).
2. Might and Magic Heroes V 5.5Obsérvese el irónico giro lingüístico con el que nos deleita su creador, ubicando el subtítulo delante, a modo de mofa y escarnio a las dos entregas posteriores de Ubisoft.
3. Heroes II Gold (la versión GOG). Sigue siendo mi preferida en ese pequeño corazoncito de niño chisteril que tengo… pero hay que reconocer lo evidente.
Y después, qué queréis que os diga, amigüitos del misterio, sucédense el resto, comenzando por esa promesa frustrada que es, hoy por hoy, el Heroes VII. Porque quizás al curioso lector de estas líneas le llame la atención que no haya comenzado hablando de su reciente publicación, pero no se me puede reprochar, no. Lo probé sin comprarlo (a estas alturas de la película, tengo claro que a la hora de hacerme con un juego patrocinado por Ubisoft, debo descargarlo antes por torrent), y confirmo lo que una abrumadora mayoría de usuarios vociferan en Steam, antorcha en mano, a saber: es lento, torpón, mezquino y defectuoso (¡nos encontramos diez años atrás!, aaargh); aunque no comparto las críticas en lo referido a su concepto artístico e interfaz. A mí me gusta porque me recuerda a un juego “retro” de los noventa, pero entiendo el cabreo de todos aquellos que lo compraron anhelando una reedición del Heroes V, actualizada a las posibilidades técnicas de 2015. El juego, como le ocurrió a las dos entregas anteriores, se encuentra a medio hacer y en su actual configuración es una chapuza sin paliativos, si bien en un futuro más o menos lejano, quizás dentro de otra década, ¡juajuajua!, podamos contar con su presencia en el mencionado podio. Es desternillante… porque a apenas unos días de su público escarnio, un usuario de la Heroes Community ya estaba modificándolo, agrandando los sprites del campo de batalla, lo que naturalmente provocó la hilaridad de la muchachada.
Francamente no entiendo qué se les pasó por la cabeza en estas dos últimas entregas… Vender, claro, pero no sé hasta qué punto les merece la pena esta sangría social. Y a pesar de que este séptimo desaguisado disponga de mucho potencial ad futurum, no entiendo su íntima razón de ser: ¿por qué no ir mejorando la sexta entrega? Me explico, no observo grandes diferencias entrambas (entre la sexta y la séptima, digo): comparten trabajo artístico, interfaz y diseño, lo mismo que una filosofía de simplificación tresdé realizada en oposición al innecesario recargo del que hacía gala el Heroes V. ¡Entonces, no os dilapidéis un nuevo presupuesto y arrastréis vuestra reputación por el frío suelo de esa manera, cenutrios! Por el contrario, haberos centrado en la anterior entrega, mejorándola: eliminando la cabronada que supone el uplay, haciendo el juego fácilmente modificable, reestableciendo los recursos perdidos, elaborando un editor de mapas sencillo e intuitivo, mejorando con animaciones el interior de los castillos y desde luego su horrible aspecto externo, introduciendo nuevos giros y toques de gracia en el mapa global —aportando a la saga algunos elementos roleros, y acogiendo a vuestra vera a una renovada comunidad de hacedores de mapas que inmortalicen a la criatura.
Si os soy sincero, no me esperaba este giro de los acontecimientos; pensé honestamente que el Heroes VII sería un producto digno, bonito y más o menos barato, que si bien no provocara el éxtasis colectivo de mis colegas, al menos les dejara con buen sabor de boca, no en vano los desarrolladores se molestaron en crear un punto de encuentro para que los fans de la saga se quedaran a gusto exponiendo sus dignas opiniones, anhelos y esperanzas, el llamado Shadow Council: https://mmh7.ubi.com/en/blog/post/view/what-is-the-shadow-council, y que ahora bulle de nerds furibundos y cincuenta euros más cerca de la pobreza… Y por si fuera poco, rejoneados por unos administradores que ante el clamor popular responden que “el juego fue previamente testado, pero que cada ordenador es único, etcétera”, jejejeje, qué cabritos XD
Porque lo cierto y verdad es que no nos hacían falta estas dos últimas entregas, ¿no? El Heroes V cuenta con más facciones y es más rápido y dinámico (al menos ahora), y para colmo su calidad técnica es superior. Por lo tanto, y desarrollando un razonamiento simple y directo, la siguiente entrega —de haberla, tendría que haber sido aún más rápida, “jugable”, y disponer de al menos el mismo número de facciones, o que éstas hicieran gala de elementos más estimulantes y divertidos. Por el contrario, Black Hole Entertainment y Limbic Entertainment han optado por una especie de “limbo”, pillando cosas de aquí y de allá, dando como resultado un refrito inexplicable ejecutado con un presupuesto ajustado, y carente de ganas y talento. Esto daría lo mismo si no fuera porque hay dinero de por medio, y por el hecho de que meros aficionados y amantes de la saga están produciendo mods que demuestran una habilidad técnica superior a la de los "profesionales", supuestamente dedicados en cuerpo y alma a la tarea. Un pensamiento: ¿por qué no contratarles a ellos para que programen un nuevo Heroes of Might and Magic?
  En fin, ojalá que Ubisoft termine claudicando y le pase el muerto a otra compañía con más arrestos y ganas de hacer las cosas bien.
Nada más, amigüitos, ¡sed felices!
PD. Por cierto que os animo a que visitéis la página de mi coleguilla francés "GodRage": http://homm2.free.fr/ (que he traducido al español).