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Heroes
of Might and Magic III
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The
main focus of HOMM3 is the heroes. Heroes lead
stacks, or groups, of armies that they obtain from
castles they own and other special locations on the
map. You obtain armies, and build the structures at
castles you own necessary to get them, by gathering
resources. Gold is the main currency, but you also
will need raw materials like wood and gems. These
can be found scattered around the map in little
piles that you can pick up and are also gotten
through mines that you control. Mines will provide
a set number of a given raw material each turn.
Inevitably, each scenario you play is about
strengthening your forces by capturing castles and
adding heroes to your army so you can cover more
ground.
Heroes
don't actually participate physically in combat,
but their influence is very great. Heroes can be
proficient in the use of magic, which can be cast
during combat to improve the abilities of your
armies or weaken/damage your enemies. Heroes have
four main skills (attack, defense, knowledge, and
power) that are used in combat to determine how
well your units will attack and defend and how
powerful your spells will be. There are eight
different castles in the game and each has a
battle-oriented and magic-oriented hero associated
with it.
Combat-oriented
heroes see greater increases to attack and defense
as they move up experience levels, while heroes
that use more magic will see their knowledge and
power levels increase. In addition, they can have
up to eight secondary skills that can be basic,
advanced, or expert level. The skills allow them
increasing proficiency in the use of certain spell
schools, movement across land or sea, or other such
abilities. Finally, artifacts give more bonuses to
heroes and can be found throughout each map,
although they are never gained without at least a
little fight.
New
to HOMM3 are quests that can be accomplished during
the course of a scenario. Individuals will usually
ask you to find and return some precious artifact
to them in exchange for a reward of some kind. Once
you find the artifact you can decide to keep it and
use its powers or return it for your
reward
So
much has been changed and improved since HOMM2 that
I really don't know where to begin. Graphically
speaking, the changes in the game are almost
unbelievable. Every single part of the game, from
the battlefields and monsters to the cutscenes and
game maps, has been completely overhauled. The
resulting graphics are much clearer and crisper
than ever before. The detail and animations for the
monsters is quite welcome and nicely complements
all of the new armies in the game. Similarly, the
town views are completely revamped and are much
more interesting than the template look used in
HOMM2; each town has both distinct buildings and
settings.
Speaking
of distinct towns, I like the fact that the
different town types have some new structures that
are unique to each: the castle's lighthouse, the
stronghold's escape tunnel (a great feature), and
the necropolis' skeleton transformer. Of course,
the new town and hero types add a new dimension to
the game, as do the many new creatures. Not only
are there new types of heroes with new abilities,
but the game manual provides a comprehensive list
of each and every individual hero in the game,
complete with stats. Unlike its predecessor, HOMM3
allows you to have eight heroes wandering about
plus a hero garrisoned at each town you own. Also,
the work you put into building your heroes up
during a given scenario doesn't go to waste when
you play a campaign. You get to take up to eight of
your best heroes with you to the next scenario.
They won't have their artifacts and armies, but
will keep their skills and abilities and I think
it's a truly excellent idea.
The
interface has been tweaked somewhat but is not
dramatically different (I thought it was excellent
in HOMM2 anyway). The biggest change is the new
paper doll screen for heroes, which allows for more
intuitive use of artifacts than before and
restricts it at the same time. In HOMM2, one hero
could have numerous artifacts of the same kind (ie,
special weapons that gave attack bonuses). Now you
must choose which artifact you want to use based on
the slots available. If you have too many of one
kind, you need to give them to another hero that
can use them or maybe trade them in at one of the
special locations on the map. The exchange screens
are better than before and the ability to exchange
spells -- provided one of the two heroes has the
scholar secondary skill -- makes a huge difference
and eliminates the need to return a hero all the
way to a given town when you've upgraded the mage
guild there. Speaking of spells, the spells have
now been split up according to the different
elements and you can have your heroes become
proficient in one or more of the spell schools as a
secondary skill, making them cheaper to cast and
more powerful.
From
a gameplay standpoint I've found the new campaigns
to be very enjoyable, particularly because each has
a different focus and allows me to use heroes of
different types while fighting against varied
enemies. I like the way it's set up in stages so
that you play the first three campaigns, each from
a different viewpoint, then move to the next stage
of the "good vs. evil" battle, and finally duke it
out to see who will reign in Erathia. The
single-player campaigns were even more entertaining
than those in HOMM2 and the standalone scenarios
were great as well. I found the map editor is
easier to use than ever and look forward to seeing
all the maps HOMM3 fans will churn out (I know they
will since I'm still playing new HOMM2 maps to this
day).
Other
key additions to the game are the restricted
movement during combat of all armies, particularly
those that can fly. Also, obstacles now play an
actual role in trying to use ranged weapons, as
does the distance between the army doing the
shooting and the target. While the catapult was
around in the last game, a ballista has been added
as well as a first aid tent. Heroes with the
corresponding secondary skills can actually control
these war machines. If the hero doesn't have the
appropriate skill, they will act on their own on
your behalf.
One
of the improvements I'm most excited about is a
true co-op mode for multiplayer games. I love
playing multiplayer games with someone against
amassed enemy forces, but in HOMM2 the computer
didn't really recognize allies and there was no
real benefit to working together. In HOMM3
multiplayer games you can share units and resources
with your ally and the computer actually recognizes
you're working together and are not enemies, which
is a big enough change in itself. No sign of PBEM
support in this version, but I still manage it just
fine sending the Hot Seat file. The only problem
with this method is that it virtually eliminates
the ability to play against other human players
because of combat, which is why I like the co-op
features so much.
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