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Heroes
of Might and Magic 4
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The
Heroes of Might and Magic strategy series dates
back to 1990 with the series' precursor, King's
Bounty. Since then, the series has given rise to
three games and several expansion packs over the
course of about a decade. But none of that history
really seems to matter at this point. The last game
was released in 1999, and devoted Heroes fans--the
group that developer New World Computing has worked
hardest to please--have had more than enough time
to play Heroes III to death. And as you might
expect from hard-core fans, these dedicated Heroes
players have demanded that Heroes IV be both
completely fresh and new--but also that it remains
true to the core gameplay of the series. And it
turns out that Heroes IV succeeds in doing both, so
if you're a serious Heroes fan, you can stop
reading now and pick up a copy of the game if you
haven't already.
If
you're not a die-hard fan of the Heroes series but
have heard something about it, you might know that
it's a series of turn-based strategy games that
take place in a colorful fantasy setting, which is
actually the same universe as the one in New
World's Might and Magic role-playing series. And
Heroes IV's essential formula is similar to that of
the previous games. You create a hero character
specialized either in magic or in might (physical
combat). From an initial town, this hero raises an
army of troops and ventures out to explore the map,
capture resources and items, and conquer enemy
towns and armies. Each hero type corresponds to a
different town type; and each town produces
different types of monsters and soldiers you can
recruit for your army. This is Heroes IV at its
most basic level, and this formula is at least as
engaging and addictive in the new game as it's ever
been in the series. If you've ever played a game in
the Heroes series, you're probably familiar with
the almost insidious way that the games keep you
playing for hours. You conduct your exploration and
conquest over the course of many turns, and the
games always coax just one more turn out of you to
capture that last gold mine, treasure chest, or
artifact.
Heroes
IV does an even better job of being this addictive.
This is true, thanks to its well-designed maps,
which are all jam-packed with treasures, resources,
artifacts, and event-triggering buildings that can
do all sorts of things, including temporarily
strengthening your heroes, giving them quests, and
letting them recruit new creatures for their
armies. And despite the fact that Heroes IV has no
multiplayer options to speak of, there's no
shortage of maps to keep you busy. The game itself
has six full campaign games, lots of individual
scenario maps, and a full campaign editor that lets
you create your own custom scenario maps (and
connect them into a custom campaign if you wish).
You'll also find a typical game session packed with
different options to choose. You'll have to choose
the composition of your armies wisely, as well as
choose from a great variety of skills that your
heroes will learn as they grow stronger.
When
you first play Heroes IV, all of the game's new
options may seem foreign, even bewildering--even if
you're a veteran Heroes player. Right off the bat,
Heroes IV has added several new features that have
crept in from other turn-based strategy games. Like
Age of Wonders and Warlords, Heroes IV lets you
resolve some fights by using a quick combat option
that takes far less time than standard tactical
combat. And like this year's Disciples II, Heroes
IV has wandering monsters (that will move across
the map and attack you) and a branching path of
development for your armies. As with other Heroes
games, you need to buy creature buildings in your
town to recruit new creatures, but in Heroes IV,
you must choose between monsters of a comparable
level. Instead of buying up as many
creature-generating buildings as possible, you'll
need to choose whether you want minotaurs or evil
eyes, for instance, or choose between black dragons
or titans. These choices may seem limiting, but
they actually keep each of the game's different
town types (or "alignments" as they're referred to
in Heroes IV) interesting over the course of the
game. In many cases, your choices can help you
develop an army that consists of mostly fast-moving
flying units, long-ranged archers, magic users, or
close-range melee brawlers. And every creature in
Heroes IV has at least one distinctive ability, if
not two or three or four, so between your armies'
abilities and the ability to include multiple hero
characters in the same war party, you should have
no trouble creating a powerful, versatile army or
two.
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