![]() Players unfamiliar with the extensive backstory of the series, however, could ignore the introductory cutscene and dive into the game suspecting nothing and focus only on the introduction provided by the manual.Īt the end of Might and Magic III, the party of adventurers that had ended that quest had piloted a ship called "the Lincoln" in pursuit of both Corak and Sheltem who, in later installments, were revealed to be guardians created by the mysterious Ancients a super-race of space travelers that had created the worlds of Might and Magic as a means to expand their empire and preserve their race against the vicious predations of their greatest enemies. Previous games in the series held back the sci-fi aspect of the game until close to the very end when everything would be revealed, but with Mandate of Heaven, this was introduced somewhat from the start. The Manual was particularly noteworthy for continuing the tradition of providing plenty of expanded fiction encompassing the world of Might and Magic.Īs was a tradition of the series, a color map showing the world of Enroth was also provided. ![]() Events from that game would also play a part within its backdrop, although players need not have played it in order to understand what was required of them in this iteration. In this game, the players take on the role of those characters that had escaped at the end of Might and Magic III and find themselves on the world of Colony to fight an ancient enemy. Players would continue to seek out out quests, fight terrible creatures, and explore another vast world laid at their feet. Despite the heavy redesign that its gameplay would undergo, the basic goals would remain the same as a party-based, open world RPG. ![]() The seventh entry of the Might and Magic series continues to use the same engine pioneered with its predecessor.
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