Reviews / previews
Heroes of Might and Magic III looks like the previous
two releases in this fantasy strategy line, but feels
different--as though you're reading the further
adventures of a favorite fictional character, watching
him quietly learn new things and acquire new goals.
Note the emphasis on the word quiet. There's no
major defining feature that catapults this release
beyond its predecessors, but tweaks abound.
Consider the heroes. In HOMM II, each hero was
identical within its own basic type, but the heroes in
the third installment possess unique abilities and
distinct sets of secondary skills. (Gretchin, for
instance, increases the attack and defense values of
any goblin or hobgoblin armies who travel with her.)
New victory conditions appear in some scenarios as
well-including the need to discover all of a map's
mines and flag them as your own, accumulate a given
number of creatures, or transport an artifact to a
specific town.
Two town types have been added to HOMM III
(bringing the total to eight), along with many more
costly structures and upgrades--several of them
unique to specific towns. Dungeon towns, for
example, produce Artifact Merchants who sell you
artifacts in exchange for resources, and Portals of
Summoning call up random creatures for recruitment
from a creature dwelling flagged on the adventure
map. It's no longer simply a case of trying to win with
armies unique to a town type. Managing the
advantages of unique and costly buildings is equally
important--a strategic point that really enhances replayability.
Many more creature armies inhabit HOMM III than its predecessor, 118 in
all-including Devils that can reduce opponents' luck in battle. New spells add
magic to gameplay, like Sacrifice, which allows you to destroy one troop type
in order to resurrect another.
But it's the game's 41 scenarios that
really show off a new approach.
HOMM and HOMM II often featured
maps filled with long routes and large
creature armies that blocked access
to a single treasure or artifact. By
contrast, HOMM III generally offers
up a countryside that looks like
Donald Trump's junkyard, littered
with easily accessible treasure
chests, artifacts, and resources.
This casually strewn wealth means that both your own heroes and those of
your enemies become powerful much sooner. The endless goodies also
impose new strategic elements on the game, forcing you to prioritize and
balance undirected exploration and
mini-quests alongside more traditional
elements of army-building, spell acquisition,
hero development, and conquest.
Once you grow tired of single scenarios, you
can always tackle the six linked campaigns,
which offer a total of 24 scenarios. Or you
can join a multiplayer session--now
supporting up to eight players and including
a chat mode-using a serial link, modem link,
LAN, or online gaming service (Mplayer.com,
HEAT, or Microsoft's Zone). Thirty-one of the
game's standalone scenarios are available
for multiplayer mayhem.
I really enjoy novelized sequels, and yes, I
really enjoy HOMM III. While many later
novels don't live up to the promise of their originals, HOMM III is easily the
best of its trilogy, offering new twists on old standards and well-balanced
challenges at every turn. Highly recommended.-- Barry Brenesal / GamePro
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