Unless they can get someone major from NWC or 3DO, then this probably isn't going to work. Ubi's idea of Heroes was quite a tangent from the NWC games, so I expect that MMX will be the same. Will it be any good? Time will tell. What do folks think are the necessary pieces to make this a true Might and Magic? Here is my list:
Promotion Quests: The name has changed over the years, but there has always been quests for the individual pieces of the party, that makes them more powerful. Whether it be collecting power orbs, or finding the Perfect Bow, promotion quests are a mainstay of an MM game.
Outdoor Exploration: Even in MM1, exploring every square outside was a must. You would find unique treasures and the solution to some perplexing riddles, only by searching every nook and cranny. Later games would add genie lamps, ore, and abundant potion reagents to encourage the exploration aspect.
Puzzles/Riddles: Every MM game has at least a few, but the best games had several puzzles and riddles that would lead to the best treasures. Since the internet exists for cheaters and the impatient, there is no reason not to add these to the game.
Gobs of items: A mainstay of the series. Wands, rods, potions, several weapon types, and a host of other things to fill all the treasure chests of the world. Alchemy ingredients and potions are super vital.
Dark and Gritty: Not! Might and Magic is whimsical. It is more Wizard of Oz, than Lord of the Rings. It has an almost cartoony sense of fun and the monsters and art need to reflect this.