Might and Magic VII (7) Review | Classic RPG For Cool Kids

Might and Magic VII (7) Review | Classic RPG For Cool Kids

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hey people SAP here today I'll be reviewing an old RPG classic in a childhood favorite of mine Might and Magic seven for blood and honor as follow-up to a poorly edited review of mine magic 6 that I made and people somehow like Might and Magic 7 may honestly be in my opinion the best game in the series due to streamlining many of the problems of a previous title while refining character progression and most importantly adding replayability some of that says let's talk about the
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insane plot continuing on from NIDA magic 6 the Krieg and space traveling devil aliens that breed like crazy and produce too many children to be sustainable have been repelled from the land of n raw because some deadbeat adventurers beat their ships nuclear reactor to a pulp meanwhile on another continent separated by sea I raffia is receiving its own fair share of demonic infestation to top it off other aliens crash-land their ship into the local ocean after a disagreement over gender identity they part ways and
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disappear this is all told by an F M V sequence at the start of the game which ends with you being blinded by karl marx's [ __ ] your party has no clue about any of this because their deadbeat adventurers who start off a game on a treasure hunt organized by Lord Markham a useless bureaucrat who wants to pawn off the land of harm and ale to a group of unwitting idiots and what better place to do it than on Emerald Island a world-famous resort rated 1 stars for health and safety 5 years running if you ignore the swarms of man-eating
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dragonflies and the resident red dragons living in a cave literally 50 meters from town it's actually a rather nice place you eventually win the contest due in no small part to the fact that all the other contestants are congenitally malformed and suffer learning difficulties Lord Markham quickly gives you the rights to Harmon Dale and [ __ ] off once you actually arrive to Harmon Dale your Butler informs you that the keep has been occupied by goblins and fallen into disrepair even after race cleansing to place the goblins magma is so heavily
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set into the brickwork had only dwarves and bleach can hope to remove it so you traveled to the Barrow downs an actual place in The Hobbit and agree to help the beer to Jews in exchange for some max strength Cillit bang but bleach melts down all traces of goblin ejaculate and makes the place nice enough but people start [ __ ] caring about Harmon Dale again since Harmon Dale is contested territory thanks Marcum VL send their ambassador who explains that Harmon Dale is rightful elvish clay and was only
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conquered by humans because L subsist on a free-range non-gmo diet have lettuce an avocado which makes fur bones brittle and their skin crack from loud noises the human ambassador explains eloquently that Harman Dale is currently a Ratheon territory because of previous acts of elvish aggression such as existing and forgetting to place a do not invade me doormat at the entrance here you can use the either side with Queen Catherine of raffia Orvis shirtless elvish King from the tellurian forest whichever side you
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choose hostilities between the regions increase until the seer of Harmon Dale passes away as the Lords of Harmon Dale the diplomatic process of choosing a successor falls on you the Wizards of ricotta desert suggest picking their soft-spoken ambassador to quell the fighting and attempt to bring peace while the necromancers of Asia also bring their candidate to the table and unqualified an inexperienced paper-pusher who will only lobby in their interests and has no patience for diplomacy which candidate you pick
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determines the rest of the game whoever the elves and humans settled their border disputes or break into all-out war the faction you choose to endorse will then invite you to talk fervour and figure out what's actually going on the aliens that crash-landed on the planet are actually ancients that split off into two opposing ideologies and now command each respective group you'll be tasked with sabotage assassination and subterfuge to foil the plans of the opposing ancients once all this is completed the final mission of the game is to literally get diving suits and go
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deep into the ocean there at the bottom you'll find the crashed remains of airship together with all the ship security if your party survives the onslaught you can obtain the ship's control cube guaranteeing victory for your chosen faction the light side uses it to make a [ __ ] Stargate that can dial up our planets while the dark side ending is pretty much what politicians and lawmakers think 3d printing is with the leader using the control cube to print infinite copies of laser pistols which he immediately tests on the Hollow Earth and everybody Cheers maite magic seven
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play a similarly to the previous title with an extended set of possible races to pick such as goblins dwarves elves and humans and new classes including Rangers which are jack of all trade archers monks who are second to Knights in fighting ability but use their fists and fees which have exclusive access to the stealing skill that's good for being permanently barred from stores across the game your party also runs by default unlike in mine magic six where you have to slam down the shift-key all the time the biggest change over from six is that
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all characters now have skill restrictions according to their class promotion what I mean by this is that in the game each class has free possible promotions so for a sorcerer that would be to wizard and from wizard iver an Archmage if you chose the light path or a lich if you chose the dark path you need to progress through the game perform difficult promotion quest and pledge allegiance to a faction before unlocking true potential of your class strengths for a sorcerer this would mean that they could reach expertise in all elemental schools of magic but will only
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be able to reach mastery and learn master level elemental spells after their first promotion to wizard something very critical for game-changing spells like town portal and flight which could previously be picked up and used from level 1 in Might and Magic 6 so long as you knew the respective magic type in general grand mastery of a skill requires you to finish your final promotion quest most classes can learn most of the skills available but may be locked out from mastery or even expertise the most extreme example of this is alchemy grand
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mastery of which is class restricted to a fully promoted druid meaning that if you want to make black potions the best potions in the game that can confer permanent stat bonuses and cure nearly every condition you'll need to drew it in your party the game is shorter than night of magic 6 and encourages you to at least play through both of a different sides and must try a different party of adventurers even if you pick a party of 4 monks or something ridiculous the game is entirely completable as towns can be filled with hirelings and NPCs that can compensate for skills or spells that you
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lack in exchange for some of the gold you earn because you can spacebar any time to go into turn base mode or switch into real-time combat you'll find yourself plowing through dungeons very quickly with some experience and there's a lot of fighting in this game there's a reason they called this genre of RPGs blubbers you go from killing goblins to killing [ __ ] - killing baya Maas and Titans and all the sprite work is gorgeous together with orchestral music written for each area Might and Magic 7 also added its own card game that you
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can play in taverns and receive a generous tournament prize if you manage to beat all 14 innkeepers across the world Arkham aegis is incredibly [ __ ] fun and requires you to pick and adjust your strategy to beat the opponent in time with multiple victory conditions existing such as building your towers to a certain height reducing your opponent's power to zero or winning through attrition in long games by accumulating enough resources both players draw from an identical shuffle deck so learning all the possible cards and how to play against them doesn't
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take long at all to close off my magic 7 is probably but tightest of all the mighty magic games created in the series and genuinely just a whole load of fun it's a very comfy game as well the type of thing you can play after work with a hot cup of coffee under the blankets if you're interested in getting a copy very share disks all over the Internet although I would personally recommend you get the good old games.com copy of the game since they are repackaged it into a single installer that doesn't require the disk to run and has the music files playing
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without the need for a screeching optical disc drive I've also quietly attached a link to my copy as always hope you enjoyed the video now I'm no longer inactive because I'm doing my master's thesis for a whole year unfortunately that means I'm in the labs all week and can't really do my old job at the same time so now making this my job Steph is shilling out and with your hard-earned dollars you can pay a medical professional to avoid his responsibilities and delay starting a fan if you just want to leave a tip there's
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a link to my paypal if you want to go all out I made a patreon it's a per video basis so you only ever pay when I actually make something so your money safe more stuff coming soon and have a good one

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