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Heroes of Might & Magic IV

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  Reviewed by Andy Grieser
June 21, 2002
 
  Type:
Publisher:
Developer:
Turn-Based Strategy
3DO
New World Computing
   
       
 
I should have written this review weeks ago. My excuse? Heroes of Might & Magic 4 is so damn compelling, I hate to stop playing.

In the past, the folks at New World Computing were willing to just shift events to a new planet when creating Might & Magic sequels. Not this time: HOMM4 begins with the end of the world. Really. The world from M&M 7 and M&M 8 (and HOMM3) is destroyed. Luckily, some survivors manage to escape through dimensional rifts, which carry them to a whole new world.

I can only assume the scorched-earth plot was a way to introduce new (errr, old) creatures and magic without rewriting previous rules. So be it. This new world, by the way, is also the setting of M&M 9, released with not nearly as much fanfare at almost the same time as HOMM4.

As with previous incarnations, HOMM4 is split between scenarios and campaign missions. Rather than address one plot, the campaign here is split into six subplots, each a self-contained game that has no bearing on the other subplots. Big change from HOMM3, when the player followed one story but had to play as the good, evil and neutral characters to progress.

Six subplots doesn’t sound like much, does it? It is. Scenarios in HOMM4 are absolutely huge. Each can take several hours to complete, depending on complexity. Fans of the series will not be lacking for content. The unrelated scenarios can also take a good chunk of time, depending on map size.

I’ll briefly touch on the subplots before getting into the meat of the overhauled HOMM engine. Each of the six follows one of the new disciplines — order, life, death, might, nature and chaos — and puts the player in command of a faction trying to survive on the new world. The story is also told quite deftly during each scenario, thanks to the use of story events triggered both by events and by time (well, turn number, since HOMM4 is turn-based). Objectives also vary, from conquering the AI players to reaching a certain point on the map or obtaining a certain object.

HOMM4’s cosmetic changes are numerous. The engine uses an isometric view, rather than the side-angle from previous games. The graphics are, in a word, gorgeous. The world here is vibrant and alive, to the point of hyperstimulation. Sound is just so-so; the music is fine, but heroes don’t even get to talk (except on the pre-scenario objectives screen). We don’t even get the chanting of spells — just grunts and screams when the heroes take damage.

Take damage? That’s right — heroes finally get to enter the fray on the battle screen (also isometric now, rather than side-view). It’s a very nice feature, especially in later levels when one can have essentially a team of Superfriends — or, you know, a high-powered party right out of the M&M titles — wandering the map and dispatching everything nasty. Of course, losing certain heroes ends the game, so they’ll need to be fairly well protected at first. Another new feature for heroes: They can evolve into more powerful character classes, based on the skills they learn. Choose carefully when allowing a hero to learn skills, and you can mold that hero into classes like the Warlord or the Seer.

Monsters are a little disappointing. For one thing, troops can no longer be upgraded. Plus, in a move taken right from the Disciples series, building certain structures in the cities blocks construction of others. Each city type forces at least two of these choices. The troops themselves are underwhelming. Even the Dragon Golem, a mechanical dragon, doesn’t inspire much awe. All are familiar to veterans of the HOMM and M&M games.

As noted before, magic now spans six spheres — well, might doesn’t allow for magic, so make that five — and the spells will be familiar to anyone who’s ever played an RPG. Is that bad? No, and for once magic is appropriately understated at the outset. Of course, later-level magic users will make later-level fighters superfluous, but that’s the curse of any RPG. Spheres can also be mixed and matched should the player so choose, allowing for some really neat options in battle.

In all, this is a huge success for New World and 3DO. Unfortunately, rumor is that 3DO laid off lots of the New World team shortly after this and M&M 9 were released. If that’s so, it’s a shame — Heroes, at least, deserves to continue evolving. Fans of RPGs and strategy games will want to get it while they can.

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Minimum Requirements...
Windows 98/ME/2000/ME; Pentium 200 MHz processor or better; 32 MB of RAM; 650MB Hard Disk Space; 3D Graphics Accelerator; 4X CD-ROM or faster.
   

 

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