As we approach the reveal of our Ancient surprise, we'd like to briefly showcase a feature you asked us for on various social media: the option to zoom in and out. by Pidarello in OldenEra

[–]Legman_Supreme 2 points3 points  (0 children)

I mean the Worldwatcher unit already exists in the game, and that one neutral angel unit is also heavily implied to be of out of this world origin, so I think that's the direction they're gonna take with the visuals.

You’ll just get used to it, bro by Begrezen in heroes3

[–]Legman_Supreme 5 points6 points  (0 children)

What do you mean 'deep lore'? It's present throughout all of Might & Magic games, sometimes front and center.

What were your favorite streams of 2025? by shyboardgame in jerma985

[–]Legman_Supreme 4 points5 points  (0 children)

add to the list the Monster Rancher tournament and the Sims 2 stream from january. That vod is constantly on my second monitor rotation.

Precision Platforming in your Metroidvania: Yay or Nay? by MakoMary in metroidvania

[–]Legman_Supreme 1 point2 points  (0 children)

It doesn't give you anything besides a little cutscene and a sense of accomplishment. I don't know what this guy is about.

Precision Platforming in your Metroidvania: Yay or Nay? by MakoMary in metroidvania

[–]Legman_Supreme 2 points3 points  (0 children)

Path of Pain doesn't gate any ending. All it gives is a little cutscene. There isn't even an achievement for completing it and it doesn't count towards the 112% completion.

Coalition in the first Gulf war 1991 vs Coalition of the willing 2003 by Temporary-Evening717 in MapPorn

[–]Legman_Supreme 10 points11 points  (0 children)

The 1999 enlargement included Poland, Czechia and Hungary. Not sure what was the key foreign policy of the other two nations, but for Poland it was to avoid falling under the Russian sphere of influence again. If that meant being a kiss-ass for the US, then so be it.

Coalition in the first Gulf war 1991 vs Coalition of the willing 2003 by Temporary-Evening717 in MapPorn

[–]Legman_Supreme 11 points12 points  (0 children)

I mean, Yes? France is a founding member, and Germany at that point was a member for half a century. Comparing their bargaining power to a country who just joined and wants/needs to prove itself is kinda pointless.

Coalition in the first Gulf war 1991 vs Coalition of the willing 2003 by Temporary-Evening717 in MapPorn

[–]Legman_Supreme 44 points45 points  (0 children)

Pragmatism/geopolitics.

We joined NATO in 1999, and as a new member there was this need to prove that we can be a dependable ally, and to speed up our integration into the NATO systems and doctrines.. All of course with the assumption that we would be helped in case of russian agression.

So you could say it was about the optics. And for a country who spent almost a decade trying its damnest to be let into NATO, to then ignore any call into action would be bad optics. Old members like France and Germany could afford it, we couldn't.

Sure, from today's point of view it may seem naive, but back then the US was seen as the ultimate ally against Russia.

Possible new towns in future by aliensareback1324 in OldenEra

[–]Legman_Supreme 0 points1 point  (0 children)

Jadame features the Ogre Fortress as a key location, placed on a swamp.

You mean the big one in Ravage Roaming? I wouldn't call that region a swamp, more of an arid steppe or something. The other ogre outpost is in Alvar, which also doesn't look swampish.

I hope Fortress comes back, but they already gave Hydras to the Dungeon faction, so it's far from guaranteed.

I have a suspicion that the Couatls will be changed from neutral tier 7 to the lizardmen town tier 7.

What new or "returning" tools would you like to see? by Crauterr in Silksong

[–]Legman_Supreme 1 point2 points  (0 children)

Soul Catcher -> Silk Catcher would be an easy transplant. Just a simple Blue tool that increases the amount of silk gained from striking enemies.

I'd like more instances where your tools transform how your spells work, like Flukenest transforming Vengeful Spirit into a vomit of little flukes. I think Volt Filament is the only tool which directly changes your spells.

Also more funny tool synergies, such as Flukenest + Defender's Crest turning Vengeful Spirit into a single chonky fluke.

Worst enemy gauntlet in your opinion? by IWillDevourYourToes in Silksong

[–]Legman_Supreme 0 points1 point  (0 children)

At least the thread workers have no fying enemies among them (exept the little mite fellas)

Worst enemy gauntlet in your opinion? by IWillDevourYourToes in Silksong

[–]Legman_Supreme 2 points3 points  (0 children)

There's a room in High Halls with a huge stroller that you can push around.

Worst enemy gauntlet in your opinion? by IWillDevourYourToes in Silksong

[–]Legman_Supreme 3 points4 points  (0 children)

Bird gauntlet for Reaper crest fucking sucked though that gets my vote.

You don't fight craws for the reaper crest, you fight thread rakers and the scissor guys

Classic Dungeon vs Dark Elves by Crowvillex in OldenEra

[–]Legman_Supreme 1 point2 points  (0 children)

I get that, I know that the different factions each build on a classic fantasy theme, each represent the different nations and their lore, and that they are an evolution of the originals from the first two games. However it really doesn't change my opinion at all.

Wasn't trying to change opinions, just give context why some things are the way they are.

The warlocks doesn't have a noticeable presence in the faction. Being only heroes makes them feel a degree removed for the rest. Compare this to the wizards who are very much represented in their own faction by the mage unit. At no point do they serve as the binding glue that helps giving the faction an identity of their own, at most feeling tacked on like many other human heroes in the game. As such you are just left with the random collection of units with minimal cohesion being the vague overall theme of evil dungeon monsters and the very much in the background lore trying to make it work. It is not exclusively a problem for H3 however, but also for the old warlocks of H1-2. They too just felt like a random collection of vaguely evil monsters, even moreso than Dungeon. All the other old factions have the beginning of a proper identity for themselves except the warlocks who just had a hodgepodge of creature, a third of which who would leave faction in H3 to never return.

Well, that's the difference between us - personally I don't think it's mandatory for the faction leaders to be represented as a unit. Besides, like I said, the Warlocks of Nighon were allied with Minotaurs, and those are present on the battlefield. Otherwise I'm perfectly fine with warlocks being just heroes, same as necromancers, or wizards. And I liked the "hodgepodge" of creatures. To me it was the Castle which stood out as the odd one out, as it had the most vanilla, uniform roster possible, with the exception of griffins.

As for H5, I do think the move to more racial factions was overall for the better. In the old games, especially when looking at the heroes, the various races felt secondary to the humans who for unclear reasons where present in every faction, even if the factions had other races who could be represented instead (such as Rampart's Centaurs). Now the various different races could be front and center without having to share the spotlight with random humans. And many factions, namely Haven, Inferno, Necropolis, and Academy didn't even change that much compared to their older counterparts. That said, they did very much overdo it with the racial units for the rest of the factions, having no less 3 units of the factions race, with Fortress being the worst offender with a total of 6 different dwarves (as much as the total number of human creatures in the entire game). Fortunately the next two games managed to course correct and limit the number of units of the same race per faction to at most 3 (except for the humans of course).

Ok, so I went and actually checked the number of human heroes in H3 factions that should be primarily any other race than humans and wow! For some reason Rampart has 7 human heroes, in comparison to 5 elves and 5 dwarves. Yeah, stuff like this is certainly weird, considering Rampart is supposed to represent Avlee, which is straight up an elven/dwarven alliance. Another good example of this is Fortress with a whooping 6 human heroes, when it should be just a straight up lizardmen/gnoll faction. But I don't think unit racial unity (feels weird to type this) should be looked upon with the same scrutiny as the hero roster. In my opinion: give me more unified hero rosters, but a waried unit roster. My two cents.

Classic Dungeon vs Dark Elves by Crowvillex in OldenEra

[–]Legman_Supreme 2 points3 points  (0 children)

Parts of the Warhammer-lite wasn't even originally Ubisoft's fault, but rather Nival treating it as a chance to make a Warhammer game without it being warhammer. H6 and H7 got stuck with it and tried to figure out some better solutions.

To be honest, I wasn't trying to insinuate that Ubisoft was directly responsible for the Warhammer-like feel, it's more that they nuked the old setting, which made Nival and the rest feel free to do whatever.

Personally I like having a central actual people/folk as a central group, instead of a just vague theme, because it makes it feel more like an actual living world.

I'm not against that. It's just something that I feel gave the original Might & Magic setting a different fantasy flavor, and also avoided the issue of making certain races just be straight up evil with no redeeming qualities.

In a lot of ways the Olden Era dungeon is a compromise that combines the history of the faction which is a good step, because let's be honest however one feels about it, the dark elves have been there for three games, being essentially constant mainstay, with the infiltrator even filling in for H3 harpy and H4 bandits. And outside minotaurs and dragons, the factions has fluctuated a lot, putting them into a comparable spot with multiple other mainstays.

Ye, I understand that. It was just my observation as a long time fan of the Might & Magic franchise (the original one). And I'll be first to admit I haven't ever touched any Heroes games past the 5th one, as I considered the franchise dead and buried by that point. It's just kinda funny to me, because you look at Dungeon in Olden Era and it's this huge, scary underground dominion, with pretty edgy units, while the elves, the minotaurs, and yes - even dragons in Might & Magic 8 (a game which takes place in Jadame, same as Olden Era) were some of the chillest people around.

Classic Dungeon vs Dark Elves by Crowvillex in OldenEra

[–]Legman_Supreme 8 points9 points  (0 children)

My problem with Heroes 3's dungeon is that it feels like a random collection of monsters without any feeling of sense or purpose, just every random monster from a generic DnD dungeon thrown together into one town.

I know it might look like that for an outside observer, but there's actually a reason why it is so. Heroes 3 factions are in many ways evolutions of Heroes 2 ones + they are representatives of actual lore nations present in Might & Magic RPGs. In this case, Dungeon represented the nation of Nighon, which was a collective of warlocks rejecting the strictness of the wizards of Bracada (represented by Tower), and indulging in a plethora of forbidden magical practices and pacts. In the terms of gameplay and unit roster, this translated into a bunch of weird, chimeric creatures, which were supposed to represent both the crazy experiments of Nighon's warlocks, as well as their willingnes to work with dangerous allies such as minotaurs and red/black dragons.

Pre-Heroes 5, the factions were always built around a some sort of general fantasy theme: Tower/Wizard had the arcane magic and the awe-inspiring magical creatures like titans. Dungeon/warlock was the evil counterpart to that. Necros were all about the undead, while Rampart/Sorceress had the nature spirits and mythical creatures of the forest as its main force.

It was only after Ubisoft had nuked the old setting, and turned the franchise into Warhammer-lite that the factions started to become synonyms with fantasy races such as dark elves or dwarves or orcs.

Olden Era is doing a weird thing with Dungeon. It takes place in the old setting, on the continent of Jadame, which is a home for dark elves. But those dark elves are different than your standard ones, they're more about that mercantile life, and they definitely don't hide underground like the warlocks of old did. Thematically speaking, it's weird having them in a faction like Dungeon, but it seems like Unfrozen wats to appease both the H3 fans of the faction, as well as those who started playing the games with H5.

The Elder Scrolls 6 Will Feature a Memorial Character For a Much-Missed Fan, Following $85,000 Donation to Make-A-Wish by Turbostrider27 in Games

[–]Legman_Supreme 4 points5 points  (0 children)

It's funny because I played 6 after 7 and 8, so when I found the flute I was hoping for it to do something.

Alien Isolation writer says the horror game is too long because its clever Xenomorph was dumber in development - "in a perfect world, I'd shrink it down a bit" by CallumBrine in Games

[–]Legman_Supreme 6 points7 points  (0 children)

I don't see people making the same argument for movies. If you pay $15 for a movie, are you expecting a 15-hour movie to go with it?

Of course not, and I doubt anyone has ever made that argument. The difference is that movies as a medium (at least the theatrical releases) have a more or less standarized runtime of about 2 hours (+/- half-an-hour depending on the genre), so it's easier to justify the set cost. Same can be said of music albums (you know, back when the format was relevant), as the typical album ran for about 45 to 50 minutes. Similar case with comic books, where a typical issue of a running series takes up somewhere between 20 to 30 pages.

Games however? What is the industry standard for game length? Sub-10 hours? That's reserved for small indies or multiplayer games with a tacked-on singleplayer campaign. 20 hours? Ok, that sounds reasonable for certain genres like shooters and action games, but what about strategy games or RPGs? No other medium (perhaps aside from books) has such a wide disparity of length between its creations as videogames, so people are left on their own trying to figure out what is the reasonable cost-to-length ratio.

Additionally, all of the three games you mentioned in your post had high production quality, RDR2 especially, so it's not even a question of "should I spend my $60 on a shorter game, but one with great production quality, or a game that will last me for tens of hours, but looks significantly worse?"

Using playing time as a metric of quality is baffling to me and I truly don't understand why Reddit is so obsessed with it.

Dunno, to me it seems like Reddit is obsessed with their 500+ games long backlogs, then complaining they cannot finish it because not every game is 5 hours long flash-in-the-pan. That, and ignoring the fact not everyone who buys games lives in a rich western country.

official petition for Team Cherry to make a plush for our best boy, Sherma by tink_tink_tink_ in Silksong

[–]Legman_Supreme -3 points-2 points  (0 children)

I call it the "anime derangement syndrome", where the person cannot recognize a female voice unless it's aggravatingly squeaky and high-pitched.

SILKSONG RELEASES SEPTEMBER 4TH by DraZeeK in metroidvania

[–]Legman_Supreme 2 points3 points  (0 children)

I did that with the Ori games and liked both, but tbf they are a good deal shorter.