Reviews


Just to prove I'm only semi-retired, here are three map reviews of maps of various ages. Beyond the Bastard's Reach is an excellent map from the experienced map-maker Humakt/Thunder. Evil Arise is a promising debut from MT Silver which, unfortunately, doesn't quite hit the mark on a few fronts. Finally, I've awarded the third perfect 10 score ever to Veldrynus' (apparently) final map Beautiful Land. It's a very enjoyable and interesting map, I'd highly recommend it!

Enjoy

Below is my Year in Review column, something I started doing two years ago. This time, the format is different because, to be honest, the last twelve months have been quiet compared to previous years. Here are the top ten events of 2004, sorted by their importance (according to me):

10) While not the bigger tournament around, the Round Table Battles remain one of the friendliest competition. The relaxed format and the cooperation between players proved that it's still possible to play for fun.

9) Various versions of the Equilibris mod are released. The Heroes IV mod makers quickly earned the respect of the community by making the game harder and suitable for an online competition.

8) Gameloft's Might and Magic wins a Spike TV award for the best mobile game, a first award for a Might and Magic game in years. The game was ignored by the Might and Magic community, but it generated decent sales and received good reviews.

7) "Heroes will probably not participate directly in combat", says Fabrice on April 16 at the Round Table. A controversial move, considering that the heroes in combat concept had been quite popular. Perhaps Ubisoft is eager to bring back the fans from the Heroes III era.

6) On March 12, H3Trio decides to close its doors after several years of activity. "It has been a pleasure over the years to serve the Heroes of Might & Magic community, and it allowed me the chance to make many new friends, whom I will never forget," says Black Marauder.

5) The Wake of Gods 3.58 mod is publicly released on August 27. The mod has a huge following that keeps asking for more and more features, and Slava and friends never disappointed.

4) The name of Nival Interactive has been mentionned in rumors all year long. Comments by Nival employees and some artwork found on a public server seem to indicate a partnership between Ubisoft and the Russian developer.

3) TQ Digital announces Heroes of Might and Magic Online for the Asian market. The community was a bit confused and disappointed by the unexpected announcement. But most fans agree that the artwork looks interesting.

2) Jon Van Caneghem joins NCSoft on June 8 to work on a new MMORPG. Until then, Van Caneghem had been talking to Ubisoft about working on their Heroes game, as revealed in a Computer Gaming World interview. Even though Ubisoft might not really need the help of the legendary game designer, Van Caneghem going away marks the end of an era.

1) The announcement of Heroes V get delayed... and delayed. The game was to be announced "in a couple of weeks" according to Fabrice Cambounet in January 2004, and later on some time after the E3 in May, but fans are still waiting nearly a year later. The lack of information about the game had a drastic effect on the activities of the community. Most fans who contributed to the discussions early in the year moved on to other games by the time Fabrice stopped talking. Hopefully, athe upcoming announcement will bring them all back.

Now it's your turn. What is your top event of 2004 in the Heroes community?

Game Reviews Overview

for the Might and Magic Series

 

H7logo

Release Date: September 29, 2015

  • GameRankings: Score 61,19%
  • GameInformer: Score 7/10
  • Game Over Online: Score 68%
  • GameWatcher: Score 7,5/10
  • God is a Geek: Score 7/10
  • Metacritic: Score 67%
  • NY Daily News: Score 3/5
  • WeGotThisCovered: Score 3/5
  • Celestial Heavens: "At a lowered price, the game is worth buying for its single player entertainment and its potential for map production. The amount of bugs and the lacking multiplayer structure make paying full price unjustifiable." Score 4/6
  • CGM online: "Do not play Heroes of Might and Magic VII. From the game’s fundamentally flawed technical foundation to the abhorrently misdirected implementation and communication of design elements, this is one massively missed opportunity." Score 3/10
  • Digitally Downloaded: "Fans of the genre will likely find aspects of Might & Magic Heroes VII appealing, and there is a good deal of content here to chew on while you play. Technical issues and a lack of training to ease in newer players conspire to hold the title back from being as good of a game as it should be. If you are looking for a AAA strategy title, this release in the series will disappoint you with its limited production values, but if you are like me and more interested in the tactical combat than anything else, there is still good fun to be had here." Score 3/5
  • IGN: "There's very little that's new about Might and Magic Heroes 7, and that's a good thing when it comes to its classic-style tactical roleplaying exploration and combat and menus that make managing resources easy to understand and let heroes explore at a rewarding pace without frequent backtracking. It manages to scratch a very old PC gaming itch, at least between the awful cutscenes and performance problems." Score 6,4/10
  • ShackNews: "Heroes 7 does have that "one more turn" quality that eats away the hours, but the game-breaking bugs, along with cheap cinematics and sound effects, ruin the experience. Also, since the stories take place in the past, there's no sense that players are impacting Ashan's fate until they unlock Ivan's campaign. Perhaps Heroes 7 will meet its potential after a few patches and expansions, but for now, it's tough to look past its flaws." Score 7/10

 

MMX logo

Release Date: January 23, 2014

  • Eurogamer: Score 7/10
  • GameSpot: Score 6/10
  • PC Gamer: Score 73%
  • GameStar.de: Score 79%
  • Stern.de: Score 4/5
  • Jeuxvideo: Score 15/20
  • Celestial Heavens: "As the most important part of the game, the gameplay aspect delivers, making it a true classic RPG experience. And while the endgame is a bit long, with somewhat disappointing plot twists (reminding me of M&M 9 in both), it truly is a good RPG experience for anyone who wants to play a modernized classic RPG." Score 8/10
  • CRPGaddict: "I trust my readers know me well enough to know that getting the game for free has no way influenced my opinion of it. I'd tell you if it sucked. But I'm happy to say that, at least so far, it's a worthy entry in the series, reaching both backwards and forwards." No score
  • Eurogamer: "Might & Magic 10: Legacy feels like a pleasant throwback to dungeon crawls of decades past, but its limited scope and combat-heavy focus might put off those pining for the freedom afforded by the more recent Elder Scrolls games, or the wordy character interaction of a Dragon Age. Nonetheless, for those keen on poring over stats and comparing colour-coded loot, it serves as a modern introduction to those games' precursors, delivers a heady blast of nostalgia, and preserves a little slice of history." Score 7/10
  • Game Informer: "Might & Magic X: Legacy lives up to the quality of its long-lost predecessors. Despite streamlining and accessibility upgrades, it’s not a game for everyone. Turn-based grid walks are a rarity today and the title may feel a bit bizarre to those that never had a chance to experience 90’s era Might & Magic fare, but for those that have always wanted a legitimate heir to the classic series, Might & Magic X: Legacy provides." Score 8.25/10
  • GameSpot: " Might & Magic X: Legacy is a somewhat successful trip back in time to an era when RPGs were both simpler and more complicated than they are today, and a lot more demanding of players when it came to combat. If nostalgia drives you to visit this particular kingdom, you'll not likely regret the time spend there. If your good old days weren't brimming with games of this nature, it's more difficult to appreciate the take-no-prisoners challenge and overlook the limitations." Score 6/10
  • IncGamers: "I really quite like Might & Magic X. It's a throwback to the big old RPGs of yore – the games which weren't afraid to smash your face in if you wandered into a high-level area ill-prepared, and required you to take notes of NPC locations and quest hints (which is something that is genuinely important here). But it's a throwback which offers a bit more help, an intuitive interface, and some graphics that generally look rather lovely. If Might & Magic X sounds at all appealing, or if you went “Oh, I remember doing that twenty years ago” at any point in this review, then I imagine you'll really quite like it too." Score 7/10
  • Joystiq: "Might and Magic 10 plays so smoothly, with an elegant simplicity and almost effortless depth, that I can forgive its lack of story and indifferent graphical presentation. There's a common argument that pits the more complex/confusing conventions of older games against the accessible/"dumbed down" conventions of more recent fare, with one always good and the other always bad, depending on your point of view. Might and Magic 10: Legacy reveals just how irrelevant those arguments are. It's my new favorite installment in the series, and it offers a great example of how to update old-fashioned RPG mechanics for the present day." Score 4/5
  • Lazygamer: "Might and Magic X: Legacy is an uncompromisingly old school trip into forgotten territories. It's a risky move, but it's one that should attract plenty of gamers who want less new school action and a more cerebral roll of the dice in their RPGs." Score 7.5/10
  • PC Gamer: "What gives Legacy its old school charm though is that as much as it's weighed down by an obviously low budget and the mechanical sacrifices of jumping back a decade, there's a love for its style underpinning the action. The result isn't likely to do much for anyone raised on a diet of The Elder Scrolls, and even at its best is a nostalgia trip rather than call for revolution. Even so, for old-school RPG fans as sad as its creators seem to be that nobody makes games like this any more, it’s a solid way to relive the good old days." Score 73%
  • Rock, paper, shotgun: "I did not, I must admit, expect to now be singing the praises of this curious, cheap-feeling roleplaying game. (...) It's a dense and broad game, opening up enormously after its miserably ringfenced beginning, and while its total landmass has nothing on your average Elder Dragon Craft, the combo of step-by-step movement and careful placing of high-threat enemies as beatable but extremely fearsome gatekeepers makes it feel much larger than it is. " No score
  • RPG Codex: "MMXL is a must-buy and a must-play. Limbic did a superlative job in bringing together many beloved elements from the series, improving where they could and not dumbing down where it matters. The flaws are immaterial in the grand scheme of things; Limbic have proven they can make a real (and good!) M&M game, and they have certainly proven that they can make an excellent turn-based tile-based blobber with all the joyful gameplay elements that entails." No score

H6 logo

Release Date: October 13, 2011

  • 3djuegos: Score 88%
  • 9lives: Score 83%
  • Gameblog.fr: Score 4/5
  • Gamespot: Score 8/10
  • Gamestar.de: Score 85%
  • Gamer.no: Score 70%
  • Gry-online.pl: Score 85%
  • Onlinewelten: 84%
  • Celestial Heavens: "Heroes VI was a game that could have been, but never made it because of poor design decisions, a lack of support and a refusal to involve the fans in anything important. The games's broken features, the lack of a functioning online system and lack of a good editor and random map generator are simply too much to ignore." Score 3/6
  • Game Informer: "Heroes VI isn’t better than my memory of Heroes III – which is, to be fair, one of my top handful of games of all time. The nature of the franchise itself makes Heroes VI an excellent title for gamers who don’t typically spend much time in the strategy genre, and if Black Hole and Ubisoft can entice an old hand like me to stick around as well, I consider it a success." Score 8.25/10
  • Gamepro: "While Heroes VI does make some interesting changes to the 16-year-old turn-based strategy-RPG series, and the game remains fun, I found some of my usual complaints with Heroes' gameplay more annoying than usual - and that the horrible online system Ubisoft insists on using has sucked away too much of the series' charm." Score 3/5
  • GameSpy: "Despite numerous improvements to the formula and graphical updates, Heroes VI has its fair share of issues – and some are more catastrophic than others. The presentation is riddled with visual bugs and minor glitches that impact the gameplay to varying degrees. The real killjoy (...) is the horrendous UPlay system's draconian requirement that you be connected to the internet at all times to play. Let me be clear: Heroes VI is an absolute nightmare if you have a spotty internet connection." Score 3/5
  • IGN: "Might and Magic Heroes VI may have some issues with battlefield tactics in the late game and its story, but the strategy remains a blast nonetheless. Near infinite hours of gameplay await, and anyone looking for a well-made and addictive turn-based strategy game need go no further than this." Score 8/10
  • MashThoseButtons: "Ultimately, Might & Magic Heroes VI is a good game, but one buried underneath its own bugs and DRM. It's a game that is worth buying eventually, but proves the idea that some games just shouldn’t be bought at launch. Perhaps, when the bugs are fixed, the AI is improved, and the inevitable expansions for the game are released, we'll be able to safely place MMHVI among the games worthy of the Might & Magic moniker." Score 4/5

MMDM logo

Release Date: October 2006

  • Game Informer: Score 74.0%
  • PC Format UK: Score 88.0%
  • PC Gamer UK: Score 88.0%
  • PC Zone UK: Score 84.0%
  • PC Zone UK: Score 84.0%
  • gamesTM: 8/10
  • 1UP: "The visuals are as uninspired as the story. The Source engine has never looked worse than it does in these dimly lit, rotely drawn dungeons infested with technical glitches like stuttering sound and disappearing polygons." Score 4/10
  • ActionTrip: "It's painfully obvious that the Half-Life 2 engine caused many problems, which weren't ironed out in time by the programming team. Consequently, players with modest rigs won't be able to experience the game in its true visual potential. A patch is forthcoming. Supposedly, it's meant to fix numerous crash issues and other technical mishaps that have been plaguing the game." Score 68.0%
  • Detroit Free Press: "Ubisoft may have somewhat overpromised early on -- boss fights aren't all they're cracked up to be, and more complex interactions like manipulating different enemy factions to fight their own battles are barely present -- but "Dark Messiah" is nonetheless a truly great game." Score 3/4
  • Eurogamer: "If you give it, it'll pay you back. You won't remember Dark Messiah's busty-woman character guide, but you will remember the sheer joy of mutilating the orcish, undead and assorted monstrous hordes in a variety of imaginative ways. When mass slaughter is as imaginative as this, it can't help but be memorable." Score 8/10
  • GamingExcellence: "What’s left is a game that’s pretty enjoyable, and a strong attempt to put some strong action and visceral combat into the first-person-slasher. The addition of the physics adds some depth to the combat, and the multiplayer gives a reason to play after the story has been played. A flawed game, but a very decent one nonetheless." Score 75.0%
  • GameSpot: "Aside from its technical issues, there's nothing extremely wrong with Dark Messiah of Might and Magic. But beyond it being a fantasy-themed first-person action game (which is something of a rarity these days), the game doesn't really do much to make its campaign stand out. You could certainly do worse than Dark Messiah, but you could probably do a lot better, also." Score 67.0%
  • GameSpy: "It's easy to be disappointed with Dark Messiah, given that it had so much potential. There is absolutely some compelling content in here (...). Right now, though, Dark Messiah's multiplayer is little more that a novelty. Still, it's hard to deny that the game has some immensely enjoyable moments. It's just too bad that they're too often surrounded by so much clutter." Score 3/5
  • IGN: "The multiplayer is the better half of the game, letting players battle it out with five diverse classes and plenty of interlocking and complementary abilities. Though the first-person combat isn't as precise as it could be, this one's still a good choice for some online magic blasting fun. Just don't expect a memorable story or characters if you're more interested in the single player content." Score 7/10
  • Pro-G: "Had the story been stronger and the numerous bugs been ironed out prior to release, Dark Messiah would have been very easy to recommend. As it stands, it's not quite polished enough to be anything more than an enjoyable diversion." Score 7/10
  • Voodoo Extreme: "In the end, Dark Messiah is a really good first-person shooter that suffers from a serious pest infestation. Another month of polish and who knows? We could've had a serious Game of the Year contender." Score 8 out of 10
  • Worth Playing: "Dark Messiah of Might and Magic, though unfortunately titled, is not a run-of-the-mill RPG, if it is an RPG at all! It is a graphically glorious, murderously marvelous first-person fantasy action game that no self-respecting FPS fan should overlook." Score 8.6 out of 10

Release Date: October 12, 2007

  • Gamezone.de: Score 8.8/10
  • 1UP: "Nival took Heroes V in a new, elaborately lush artistic direction, which remains as beautiful as ever -- and well connected to the Dark Messiah look -- in this expansion. General game performance is unfortunately unimproved, and things sometimes slow to a near-crawl on the tactical map. Ultimately, Tribes of the East manages to gobble time as effectively as any good Heroes installment; it's an impressive final outing for Heroes V -- and another strong showing from Nival." Score B-
  • Eurogamer: "So this is pretty much the same game again, with a few new missions and multiplayer maps, a couple of new mechanics and a new faction. After a year and a half. If this is the best the world has to throw at me, I might just retire again." Score 5/10
  • GameSpot: "This is pretty much the template for second expansion packs these days, so Tribes of the East is at least somewhat trendy. Nevertheless, you can't praise this mediocre add-on for fitting in with the cool kids. Nival should have finished the Heroes V series on a higher note than this." Score 5.5/10
  • GamesRadar: "Tribes of the East is a solid follow-up to an already engaging franchise. Players with a lot of time invested in Heroes of Might and Magic V are going to appreciate the engine tweaks and thoroughly enjoy giving it a go with the Orcs. Those new to the series however would probably be better served by looking for a copy of the original game and playing through that before moving on." Score 7/10
  • IGN: "Tribes of the East is easy to recommend to players who missed the core game and want to check out what Heroes of Might & Magic is all about. The stand alone nature of the pack and its thirty-dollar price tag makes it an easy buy. Those who enjoyed the original game can supplement their experience is they're willing to pay the price just for one extra faction and a new campaign." Score 7.9/10

Release Date: November 7, 2006

  • Gamezone.de: Score 8.8/10
  • Level online.ro: Score 7/10
  • CVG: "Considering the original game only came out a couple of months back, obviously when it comes to the fundamentals, the developers haven't had an awful lot of time to make many changes. Indeed, in many ways, it feels as if you're starting from scratch with a campaign that literally sends you back to base camp. In my case, having just reached HOMMV's end-game, I'd rather have waited a bit longer and received a bit more. Led Zep this isn't, but then thankfully, it's not Marillion either." Score 6.9/10
  • Eurogamer: "Hammers of Fate adds a lot of material for HoMM5. But to warrant a better mark, it would have to actually deal with the basic weaknesses of the game. As it is, despite the Caravan's efforts to streamline one aspect, it just doesn't. In other words, would I buy it? Not on your nelly." Score 4/10
  • EvilAvatar: "There are two kinds of expansion packs in this world. The first adds new and interesting gameplay elements while simultaneously massaging away some of the poor design decisions in the base game. The second kind slaps on a handful of indistinct new features, most of which were probably removed from the original game in an effort to churn out a quick, cheap expansion pack. Guess which one Heroes of Might and Magic V: Hammers of Fate is?" Score 2/5
  • GameSpot: "Like the original game on launch day, this expansion pack balances good points with bad almost every step of the way, resulting in yet another turn-based fantasy adventure that isn't all that it could be." Score 6.4/10
  • GameSpy: "Hammers of Fate isn't a revolutionary step for the series. The forgettable campaign and the Fortress hero bug are both huge annoyances -- but the Fortress town itself combined with the new scenarios, random maps, and other goodies make it a no-brainer for die-hards of the series; it makes the idea of going back to the original unthinkable, which is the mark of any good expansion." Score 3.5/5
  • Games Radar: "Hammers of Fate is essentially a stew of can't-miss features and less appetizing filler material. You already own it if you’re a Heroes diehard. It's just too bad, for all Nival's hard work and lovely animations, that its legs couldn't be a little longer." Score 6/10
  • IGN: "Serious fans of Heroes of Might & Magic aren't likely to be discouraged by the lack of new content or the thirty-dollar price tag. With only one new faction and a smattering of new gameplay options, Hammers of Fate feels more like a small-scale mission pack than a full-fledged expansion." Score 6.5/10

H5 logo

Release Date: May 2006

  • ActionTrip: Score 85%
  • Digital Entertainment News: Score 8.5/10
  • eToychest: Score 84%
  • G4: Score 3.5/5
  • GameBiz: Score 8/10
  • Game Informer: Score 8.25/10
  • gamesTM: Score 7/10
  • Games Master UK: Score 76.0%
  • GameZone.de: Score 8.8/10 (Gameplay Award, Silver medal)
  • Hardcore Gamer Magazine: Score 4.5/5
  • PC Format UK: Score 82.0%
  • PC Gamer: Score 74.0%
  • PC Gamer UK: Score 74.0%
  • Yahoo: Score 3.5/5
  • 1UP: "Series fanatic or no, you'll want a comprehensive patch addressing most of these issues before picking this one up. It's simply too big a mess at this point." Score 5/10
  • AtomicGamer: "In the end, Heroes V is a good, fun game with a few problems. The graphics are some of the best I’ve ever seen in a strategy game while the sounds are pretty forgettable. The combat in the game is a blast but can be too easy. The single-player game is fun but manages to end sooner than it should with no possibility for player created campaigns (yet). Multiplayer is also lacking – a play-by-email system would have been a huge help to the game." Score 80%
  • Cheat Code Central: "Any newbie will be overwhelmed with the sheer variety of options. There are lots of different modes to play around with, although the online mode is full of bugs and will be largely avoided." Score 3.3/5
  • Eurogamer: "It's not a great leap forward for gaming; but in terms of reassurance and welcome traditionalism, it's a small step for cosiness." Score 8/10
  • Game Chronicles: "If you love deep, complex strategy games and fun online multiplayer action, you can’t go wrong with Heroes of Might & Magic V. What it lacks in technological flash it makes up for in smart, well-balanced gameplay." Score 9/10
  • Game Over Online: "Overall, if you liked the earlier Heroes games, then you?re bound to like Heroes of Might and Magic V as well." Score 80%
  • Gamers Temple: "If you are looking for a fun, relaxing game, with great visuals, you have found it; if you are looking for a challenge, well, take a calculus class, or maybe intermediate accounting." Score 78.0%
  • GameSpot: "Heroes V comes across like an enhanced remake of a classic... this is an addictive strategy game with a lot of depth, personality, and lasting value." Score 8.2/10
  • GameSpy: "On one hand, you can't ignore the game's various shortcomings, the lack of editing tools and failing multiplayer. But on the other hand, it's hard to dismiss a game that eats up late night hours faster than G-String Diva reruns on HBO." Score 3.5/5
  • Games Extreme: "This game proves that not all turn based strategy games are dull. HoMM 5 is a solid contender for one of the better turn based strategy games and marks a return for the Heroes series. With its solid gameplay and good interface it's a fun game." Score 9/10 (Editor's Choice).
  • Hooked Gamers: "Heroes of Might & Magic V is still very much the same turnbased strategy game we know and love... All things considered, the game is a worthy addition to the series." Score 8/10
  • Videogamer.com: "Whilst not having the level of complexity of games like Age of Wonders II, it still has sufficient depth to be interesting in the long-term whilst having the graphical cutting edge to provide a short-term wow factor." Score 8/10
  • Worth Playing: " Regardless of these minor concerns, HoMM V is a shining example of how a turn-based strategy should be executed, and it will no doubt set the standard for generations of the genre to come." Score 8.5/10

Release Date: February 24, 2003

  • GameSpy: Score 40%
  • GameZone: Score 75%
  • PC GameWorld: Score 70%
  • TechTV: Score 2/5
  • UGO: Score B-
  • ActionTrip: "Highs: All things that were good in the original game; the number of new maps; six new campaigns; Frenzied Gnasher. Lows: No originality; déjà vu all over again; combat animation; after hours of playing the music becomes obviously repetitive and tedious." Score 70%
  • ESC Mag: "Yes, the game is still addictive... Yes, I will continue to look forward to New World’s Might & Magic games (both the RPGs and the Heroes series). I would, however, suggest waiting for the inevitable collection edition for Heroes IV... Thirty bucks is too much to pay for an add-on that doesn’t deliver dramatic new content." Score 70%
  • GameRevolution: "Unless you've finished every campaign and scenario in the original Heroes 4 there's very little reason to get this add-on (except maybe to laugh at the funny names)." Score C-
  • GameSpot: "Even though it packs in a lot of value, if you weren't particularly enchanted by Heroes IV, Winds of War probably won't change your mind." Score 67%

Release Date: September 24, 2002

  • ComputerGames.ro: Score 75%
  • GameSpy: Score 58%
  • GameZone: Score 80%
  • Netjak:Score 70%
  • PC GameWorld: Score 70%
  • UGO: Score C+
  • 1UP: "We were really hoping this expansion would redeem one of our formerly favorite franchises, but The Gathering Storm falls far short of even previous Heroes expansions, such as Heroes III: Armageddon's Blade." Score D-
  • GameOver: "So The Gathering Storm is a pretty lightweight expansion pack, and what it does include isn’t especially interesting or memorable. Usually I’d say that if you liked the original game then you’ll probably like the expansion pack, but I’m not so sure that’s the case here..." Score 70%
  • GameSpot: "The Gathering Storm adds a good deal of new content to play through: six massive single-player campaign games and a whopping 30 additional scenarios. But not much else." Score 70%

Release Date: March 20, 2002

  • Computer Gaming World: Score 2.5/5
  • Gamers.com:User Rating: 7.6
  • GameSpy: Score 84%
  • GameZone:Score 85%
  • GoneGold: Score 87%
  • ActionTrip: "Highs: A beautiful game; all we used to love returns in a new shiny armor. Lows: Campaigns have few missions, which are very long and at times quite tiresome; the game could use some more music." Score 92% (Editor's Choice)
  • Applelinks: "Strategy gamers have no excuse not owning this title..." Score A+
  • Adrenaline Vault: "From a qualitative standpoint, Heroes of Might and Magic IV has brought turn-based strategy back into the limelight of PC gaming. The title takes everything that has ever been great about the series and elevates it to the next level." Score 5/5 (Seal of Excellence)
  • AppleLinks Mac Review: "Overall, Heroes of Might and Magic IV is a fine example of a game which combines the best features of turn-based strategy with role-playing to create a fine contribution to the Heroes of Might and Magic series." Score 4/5
  • EuroGamer: "Heroes IV might offer prettier graphics than its predecessors, although the unit animations are still laughable in many cases, but the gameplay is, if anything, a step backwards." Score 60%
  • GameRevolution: "All in all, Heroes of Might and Magic IV is a more than worthy sequel to Heroes III, improving many aspects of the gameplay without losing the core of the game." Score A-
  • ToTheGame: "Lots of gameplay, beautiful for ears and eyes - things that more than justify the price on a game like this. If you like these kind of games, or wonder if you do - do yourself a favor and buy this baby." Score 95%

Release Date: March 31, 2000

  • GameRevolution: Score B
  • EuroGamer: "It's certainly not recommended for casual gamers as it's time consuming and complex, with a positively bewildering array of units, buildings, artifacts, skills and strategic options. But if you're a strategy fan looking for a game which will keep you busy for months to come, this could be just what you're looking for..." Score 80%
  • GameSpot: "Except for the new maps and a handful of minor gameplay changes, there's absolutely nothing in Shadow of Death that Heroes veterans haven't seen before." Score 70%

Release Date: February 2, 2000

  • Adrenaline Vault: "3DO and New World Computing have accomplished what few others have seem to be able to do--release an add-on that makes a great game even better." Score 3.5/5
  • GameRevolution: "This is the kind of thing I love to see in an expansion pack. Plenty of stuff, plus the tools to create all the stuff you could ever need." Score B+
  • GameSpot: "Its longer, more complex campaigns and enhanced map editing features seem better suited to zealous Heroes fanatics than to casual fans." Score 8/10

Release Date: March 17, 1999

  • Adrenaline Vault: "It is everything you could want in a turn-based strategy game and manages to mix challenge and entertainment flawlessly." Score 5/5 (Seal of Excellence)
  • GameRevolution: "All in all, Heroes of Might and Magic III is a good solid game. While it doesn't do anything particularly new with the series, it doesn't do anything harmful either." Score B+
  • GameSpot: "Heroes of Might and Magic III doesn't alter the formula set forth by its ancestors, but represents a refinement and improvement on caliber with the finest sequels ever released. Spending even a short time with the game quells any doubt that it's anything but an excellent sequel and a first-rate strategy game in its own right." Score 9.1/10

Heroes II: The Price of Loyalty
Release Date: June 10, 1997

  • Adrenaline Vault: "This game is just as addictive as any game, in any genre, out on the market." Score 5/5
  • GameSpot: "The Price of Loyalty does one thing really well - it diversifies the missions." Score 6.9/10

Heroes II: The Succession Wars
Release Date: October 1, 1996

  • Adrenaline Vault: "Heroes of Might & Magic 2 is the ULTIMATE fantasy strategy game, no other game even comes close." Score 5/5
  • GameSpot: "This is a must-have for fans of the first title." Score 8.2/10

Released: May, 1996

  • Computer Games Strategy Plus: "Turn Based Strategy Game of the Year"
  • Computer Gaming World: "Strategy Game of the Year"
  • Adrenaline Vault: "Heroes of Might & Magic is definitely one of the best strategy games on the market today!" Score 4/5
  • GameSpot: "Heroes of Might and Magic isn't spectacular, but it sure is fun." Score 7.5/10

 

Release Date: May 31, 2002

  • G4TV :Score 2/5
  • Khabal Gaming: Score 60%
  • MetaCritic: Score 55%
  • Adrenaline Vault: "The extremely behind-the-times graphics, frustrating interface and game mechanics, and lackluster plot all lead to a gaming experience that's more tedium than it's worth." Score 2/5
  • GameSpot: "Might and Magic IX is the sort of game that can't please either longtime fans or series newcomers looking to get a role-playing fix." Score 6.2/10

 

Release Date: May 1, 2000

  • GameSpy: Score 75%
  • Adrenaline Vault: "Might and Magic VIII is a prime example of "old school" CRPG design, and while it is nice to revisit the traditional every once in a while, this was amply accomplished in the previous two Might and Magic titles." Score 3/5
  • GameRevolution: "Frankly, Might and Magic VIII is a half-assed production. It seems like the developers figured they'd try to drain a little more money out of yesterday's game, as opposed to giving you something truly worth buying." Score D
  • GameSpot: "Might and Magic VIII's old graphics engine, repetitive gameplay, bugs, and relative ease will be too much to overlook" Score 6.0/10

Release Date: June 30, 1999

  • Adrenaline Vault: "If you liked M&M 6, then you will love M&M 7. If you didn't, then you'll want to avoid this one." Score 4/5
  • GameRevolution: "But overall, Might and Magic 7 just doesn't make enough advancements over Might and Magic 6. It's basically the same game with a slight makeover and tweaking." Score B-
  • GameSpot: "A slightly improved Might and Magic is better than no Might and Magic at all." Score 8.4/10

  • GameRevolution: "Mandate of Heaven is a good game that will keep you busy and interested for hours on end." Score B+
  • GameSpot: "Might and Magic VI is a classically designed role-playing game that features both a huge gaming world and lots of attention to detail." Score 91%

 

Game Reviews and Previews by Celestial Heavens and Friends

  • Might & Magic 2 (Mobile) by darknessfood: "The First one was a nice game. But playing it was difficult due to really weird controls. Story wasn’t great and the game was kind of short. In the second Might and Magic mobile game, things get better..."
  • Might & Magic: Heroes Online by Znork: "Normally when I play games like this, I get a good feeling, but my gut tells me that they are on the right track this time. The hex grid is a huge improvement from the other heroes. The Flash graphics area great, the people are smart and we are talking about Blue Byte here - Ubi's golden boys. "
  • Might & Magic: Clash of Heroes by Qurqirish Dragon: "You will not be disappointed in this. The strategy level, in my opinion, is higher than in other games of this genre, so if you are more a Heroes player than Might and Magic this would go nicely for you as well. "
  • Heroes of Might and Magic IV Card and Tile Game (DGA Games) by Psychobabble: "If you have the inclination to become familiar with the game and can find someone else who will do the same then it promises deep, strategic gameplay which has the potential to provide many hours of entertainment."
  • Heroes V by Biggle's Final Flight: "Heroes V certainly heralds back to the days of Heroes III. It’s a stale and thus much berated comparison in the Celestial Heavens forums, but all too relevant. Beneath the graphical sophistication and a natural transition to full 3D lies many of Heroes III’s simpler game mechanics that were radically (and controversially) overhauled in Heroes IV."
  • Heroes V by Jolly Joker: "And should you feel excited now, reading this, and having asked yourself, will the game be worth it, relax: the game rocks. I mean, it ROCKS. HoMM V is CLEARLY the best Heroes game ever."
  • Heroes V by Pitsu: "Without constant flow of fan-made high quality maps and balanced templates, the game may be a two-week enjoyment, while with support it may very well become the most popular Heroes game thus far."
  • Heroes V by Sir Mullich: "While I did have some concerns about some of the design decisions I saw in the demo, I’m going to give Ubisoft the benefit of the doubt and keep my fingers crossed that next year we will have another great Heroes game to play."
  • Heroes V by Angelspit: "Your first few turns will be a shock, believe me. The screenshots you have seen until today only gives you a vague idea of what it feels like to be moving around the new Might and Magic universe."
  • Dark Messiah Prima Game Guide by Angelspit: " At 8.5 x 11 inches and a whopping 192 pages, the Dark Messiah Prima guide, written by Mike Searle, certainly cannot be described as a booklet. Fully illustrated with artwork of the creatures, characters and weapons of Dark Messiah, you'll want to carry it with you to impress the kids in the bus."
  • Disciples II Gold (StrategyFirst) by Kristo: "Disciples II definitely has the "just one more turn" thing going for it. I've completely lost track of time on more than one occasion while playing."
  • Etherlords II (StrategyFirst) by Angelspit: "Despite its various flaws, Etherlords II is one of the best computer renditions of a collectible card game to date, even giving the expensive Magic: the Gathering Online a run for its money."
  • Master of Orion II - Battle at Antares (Amazon) by Kalah: "I acquired this game ten years ago, and I still play it. Receiving great reviews from a multitude of game magazines when it was issued, MoO2 remains the best of the series."


Etherlords 2

Etherlords II is the sequel to Nival Interactive’s Etherlords, a turn-based strategy title that featured a battle system based heavily on trading card games. Players who have played Microprose’s computer rendition of Magic: the Gathering in the mid-90s will have a good idea of what Etherlords is about. Because of their complexity, collectible cards games rarely make good computer games. That’s why Nival went the other way around with Etherlords II and built a card game-based engine with which the computer would feel comfortable. The good news is that players new to collectible card games will find Etherlords a good introduction to the genre as long as they can keep up with what is going on during combat.

Etherlords 2 (3)Lush and inspired graphics provide an interesting atmosphere

One part role-playing…

The story of four conflicts is told through single-player campaigns that put the player in the shoes of a hero in the Ether Universe. A campaign begins with the player’s hero on the adventure map, and feels like a competition where the player must defeat a series of increasingly tougher opponents in succession. The two-year old Etherlords engine has been reused with some changes, and I must say that it is aging nicely. Various textures are used on the adventure map, and animated character, building and bird animations keep the environment interesting and lively.

Adventuring consists on gathering three types of resources that are used only to purchase spells in stores. These resources are not used for any kind of city building, a welcome change for anyone who is familiar with the current lot of strategy games. The adventure map also contains some structures granting hero specialties, artifact charges, or additional resources; the rest is just scenery. Moving around the map often feels uncomfortable because of the camera angle, and using the mouse wheel to pan the view does not help much. I was often looking for my way around, since the very small overhead map does not show the teleporters or the roads clearly. You move the hero by clicking on the desired destination, but only a small portion of the map is visible at a time. The game really needed better controls for backtracking during the longer scenarios, and the keyboard would have done the job nicely. But considering how little time will be spent on the adventure map compared on the combat arena, players should not mind.

Etherlors 2 (4)Heroes can travel by boat, but they cannot venture very far

The roads and cities leave little freedom to the player, and the scenarios are very linear. If it weren’t for the scenery reminiscent of either Heroes of Might and Magic or Disciples II, it would feel like an adventure game. This makes progressing through a scenario easy enough, especially since the player controls only one hero, a major design change from the original Etherlords, where you were able to control multiple heroes. That single hero moves from one location to another, speaking with NPCs and fighting monsters along the way. Conversations are scripted and do not provide any option to the player. Their purpose is to send the player on various messenger or object-gathering missions, as well as to give some background story. And that’s where the main weakness of the game is. While the main characters will deliver their lines with enough enthusiasm, amateurs with a boring, monotonous tone do the voice acting of the secondary characters. They stretch syllabus without any good reason, seem to hesitate before a complex word, and take pauses at the wrong places. The good thing is that the player will discover a variety of foreign accents. It is a welcome change from the American voice acting found in most of the games these days.

Etherolds2 (5)The lands of Ether are filled with marvelous creatures

… One part strategy

Things get more exciting during the combat sequences, when monsters and heroes get close and personal. Once combat begins, Etherlords II is a brand new game. During combat, heroes and monsters face each other with a background based on where the hostilities began. All characters are in 3D and have a few animations of their own, like a taunt or a sneeze. The Etherlords bestiary goes beyond the typical elves and dwarves and features some creatures that have not been seen in other computer games. The Pale creatures who don’t get involved in combat until after a transition, the half-snake, half-women Lamias who bring allies back from the dead, and the rushing Giberrlings are the results of good creature design. I found myself changing my decks regularly in order to see all those creatures in action, even if a few of them are hopelessly weak. Additionally, many of the game’s heroes and creatures are female. This would have been a refreshing change from the usual strategy games if not for the large amount of skin showing on those characters. At times you will be wondering how these girls manage to fight in such outfits.

Etherolds2 (1)A complete armor set is hard to find these days

The camera moves automatically and zooms in and out during the combat sequence, and the result looks vaguely like a Japanese-style role-playing game such as Final Fantasy. This can become a nuisance at times, as the constant movement will prevent the player from focusing on the action on the battlefield. The game includes some controls to adjust the camera movement. However, it will keep zooming in to areas where there isn’t anything going on, stare at the ground for a few seconds, or keep moving in all directions if multiple attacks or spell castings happen at once. One time during a game, the camera was even stuck on the enemy hero, preventing me from seeing anything else on the battlefield. Fortunately, the strange bug had no impact on the icons displayed at the top of the screen that keep track of all the spells being cast.

Heroes are not directly involved in combat, but instead cast spells at each other in a way similar to Heroes of Might and Magic III. The spells and combat rules are borrowed straight from Magic the Gathering. The terminology is different in some cases (creatures rest instead of being tapped, ether is used instead of mana, and some old MtG spells are featured under new names), but the concepts are mostly the same. Instant spells take a back seat, with only a few spells being cast during the opponent’s turn, and attackers deal damage first, something MtG veterans will need to keep in mind during their first few battles. Also, players gather energy for their spells differently. Instead of playing land cards along their spells, they will receive new ether channels in increments of one, with special cards granting additional ether if needed. The Etherlords combat system is simple enough to be accessible to players unfamiliar with collectible card games, yet deep enough to keep veteran players on their toes. The computer player plays a decent game, having been programmed to get the most of the predefined decks included in the game. Unfortunately, some battles end up being tedious and frustrating. Winning a fight usually involves meeting the opponent a first time to see what strategy is being used, and then attacking again with a modified deck until the optimal drawing is achieved. The most difficult battles will require multiple tries, but fortunately they rarely take more than 10 or 20 minutes. Some challenges will be particularly rewarding, especially if for some reason you try not using any creature at all during a battle. Hundreds of deck combinations are possible, and fans of collectible card games know well how satisfying it is to discover a truly nasty combo.

Etherolds2 (2)A Synthet hero with his nasty army

One part satisfying game

While the adventure map section provides a decent setting for the trading card game battles, I still feel that a lot more could have been done for that part of the game. The game lacks a solid storyline and a more detailed character development system. Fortunately, card-based combat keeps the game addictive, and you’ll want to try those new spells you just found, experiment with deck combinations, or try to defeat a particularly nasty opponent. The game is suitable for short gaming sessions, but beware of the “just one more battle” illness that kept me away from the bed until late in the night. The multiplayer component of the game should not be overlooked either. Once you are used to the computer opponent’s weaknesses and believe you have mastered the game, a visit to the master server will make you realize this sequel to Etherlords has a lot of replayability potential. Despite its various flaws, Etherlords II is one of the best computer renditions of a collectible card game to date, even giving the expensive Magic: the Gathering Online a run for its money.

Rating : 3.5 out of 5.


Comments (4)   

Heroes Chronicles: The Final Chapters This email address is being protected from spambots. You need JavaScript enabled to view it.

It took seven weeks, three separate trips to Europe by friends who found time on their business trips to search computer stores in London, Amsterdam, and Berne -- and finally backordering it from Amazon-UK for delivery to the European office of one of my clients. But three days ago, I finally received a copy of Heroes Chronicles - The final Chapter. All in all, if I had actually had to pay for the trips, plus added up all the rest of the costs and the transatlantic calls, it would have been my first $3000 computer game! The question -- even for a die-hard 3D0 fan who gladly gives up what he laughingly calls "a life" whenever a new M&M product is shipped -- is "was it worth it?"

HC-FC was originally scheduled for release in early September 2001 in the states. Like so many who hang on every 3DO M&M offering, I was at my local EB that morning to get a copy. It didn't matter that the first four chapters had been a step below the high standard set by 3D0 in their mainstream releases –Erathia, Armageddon’s Blade, and Shadow of Death. The fact is that even a mediocre offering from 3D0 always had a level of map design and play balancing that made them enjoyable and a challenge. Sure, the first four HC chapters were C+/B- stuff. But surely HC-FC would be worth the wait, and would benefit from the critique of dedicated HOMM sites like this one.

But when I searched the EB shelves, no HC-FC! It hadn't been delivered to EB. Horrors! Worse, it had been pulled and was no longer scheduled for USA shipments. Even the EB manager was perplexed. It was being sold in Europe, but was strictly embargoed for sales in the USA. When I finally got through to 3D0 customer service, they formally confirmed that there were no plans for USA sales.

That's when the 3D0 chromosome in my blood took over. I wanted that game! I wanted to know why it had been pulled. I wanted to play The Final Chapter. (Darn … that sounds like I'm auditioning for Regis Philbin.)

Revolt of the Beastmasters

After his adventures as a barbarian, a knight and a wizard, Tarnum has to wear the Beastmasters robe.

Now, after playing hooky for a couple days (my employees think I was at an “important offsite strategy meeting”) I think I know the answer. It was a pure marketing and economic decision. The pure economics of a $20 “expansion” CD can not make sense unless there are very significant sales. And HCFC was not likely to sell well other than to the extreme 3D0 fringe, people like me. Of the two campaigns, one is the best HC yet (I’d give it a solid “B”) while the other is far and away the worst yet – almost comical with all it’s major flaws. I suspect that HC-FC will be relegated to being the “bonus” in some up-coming collection of H3 games.

First, some basic stats about HC-FC. It contains two campaigns of eight scenarios each. The single CD contains roughly twice the content of any of the first four CDs. Of course Tarnum is the center of both – leading Fortress creatures in the “The Revolt of the Beastmasters” and Dungeon creatures in “The Sword of Frost.” As with all of the six prior chronicles (including the two freebies you can qualify for by clicking the “special offer” icon on the 3D0 web page) it uses persistent characters who carry skills, spells, and experience forward. It was a bit disappointing that it did not incorporate even limited use of the persistent item idea introduced in the give-away “Firey Moon.”

Also – for reference – the review is based upon playing all scenarios at the “Knight” setting, plus Beastmasters a second time at “Rook.”

Now – the good news. The first campaign – Revolt of the Beastmasters” – is actually very good. Had this been the level of the original four releases, HC would have been much better received and sold a lot more units. Yes, the play is less challenging than SOD and others, but it is still a compelling game. Beastmasters reflected 3D0’s usual well-constructed maps and play balancing. But, more than any other Chronicle, Beastmasters had a compelling story that was totally consistent with the scenarios. Someone in Redwood City deserves a real kudo here. Past Chronicles stories were interesting, but really didn’t really tie directly to the scenarios. Here, the story was directly reflected in armies, challenges, maps, puzzles, etc.

The basic Beastmaster premise is that Tarnum made slaves of the “Mudlanders” (Gnolls, etc.) in a prior incarnation. Now he must make amends by freeing them . However, the Mudlanders are weak and timid, and will not be a lot of help. Whoever designed this campaign did a superb job of making this happen. After a while, if you immerse yourself in the Tarnum role, you really do feel as though you have to do it all alone. It it hard to get a secondary hero anywhere close to your level. Battles are the primary way to gain skill points (there seem to be far less shrines/towers/etc., intentionally, for this reason) so Tarnum must soak up most of the available skill points at the expense of your other heroes. Often heroes are planted in indefensible positions with Tarnum unable to save them. One of the best scenarios had Tarnum up in the NW of a large map, and his two weak generals far away in the SW. At then end of the first (yup, 1st!) week, when your wussy generals have a mighty army of maybe 2 or 3 paraplegic gnolls and a blind serpent fly, suddenly Valeska shows up through the fog next to them with 50 each of Royal Griffiths, Crusaders, Marksmen, etc. She’s 8-9 levels above them, has a dozen or so attack and defense points advantage, and must have expert logistics because your heroes don’t have a chance of outrunning her. A picture of the Little Big Horn should come to mind. Two desperate moves later one army is mincemeat after trying to draw Valeska away to the south east and Gird is caught from behind while running north as fast as she can with a mighty escort of six goblins and a half dozen wolf riders. Now – in the context of the storyline, this actually works! It makes sense. Time for Tarnum to shake his head, hunker down, and try again to build some heroes out of the cannon fodder he has to work with!

Beastmaster was a good campaign to play. Sure, as with all of the HC campaigns, they are easier than SOD/Blade/Erathis, and experienced H3 players will find them pretty straightforward. Yes, the characteristic Chronicles design of “The first three scenarios are on tiny maps and are soooooooooo easy” is used. But the last five scenarios are good challenges, and fun. They aren’t worth $3000! But they are worth $20, and I wish 3D0 could do more like this and then could sell enough to make money on them.

Sword of Frost

I wish this review ended right here, on a positive note. I wish I could say anything good about the other campaign in Final Chapter – The Sword of Frost. But I am hard-pressed to do so. If the 3D0 icon were not printed right on the CD, you would have a hard time convincing me these were from the same team who brought you Shadows of Death. It was flat-out bad – poorly balanced, major strategy flaws, a weak story that should have been the best of all the Chronicles, and the ability to win all scenarios without any real challenge or work . I’ve already gone back and replayed Beastmasters at the “Rook” setting, and enjoyed it again. This weekend I’ll try it on “Queen.” (A life? What’s that?) I won’t bother replaying Frost.

"The fate of the world depends on Tarnum's ability to rekindle his darkest talents and lead the devious creatures of Nighon against his former friend."

Frost is based upon Tarnum’s need to prevent Gelu from taking action Gelu believes will “save the world.” Gelu is rushing to destroy the Sword of Frost – a very dangerous artifact. The problem is that Gelu is also carrying Armageddon’s Blade – and if the two touch, it’s “lights out in Peoria, and most of Nighon and Tatalia, as well.” Tarnum commands the Dungeon characters. In scenarios one to seven, Tarnum has to fight through various forces and enemies blocking him from catching Gelu. Finally, in the eighth scenario, Tarnum must race Gelu to the Sword of Frost.

The problem is that unlike all of the other 3D0 scenarios I’ve played so many times, this one appears to have been slapped together and not significantly play tested. In one critical scenario, for example, the land is divided by a mountain range with two small passes guarded by Crystal dragons. You have two-thirds, and the AI enemy one. He can’t get through the mountains, and your huge town and resource advantage, plus his inability to challenge you at all, let you easily build up and overwhelm him. Put it on autopilot, Scotty, and let’s coast to the final over-matched slaughter.

Approaching the final battle. Total domination of the map – Gelu in in my army now. And I command an army that easily crushes anything in my path

Another example, of many, is the final scenario,. In the middle of week two Gelu shows up with a single Crystal dragon and Armageddon’s blade to attack one of your heroes (not Tarnum). Problem is, I had given that hero a Azure dragon. Gelu never even tries to use the Blade to wipe out my hero’s minor troops, and ends up losing just nine days into the scenario. Now, the following week, I can equip Tarnum with two Azure dragons and Armageddon’s Blade. Does the term “unstoppable” ring a bell? Tarnum, from then on can go wherever he wants, and wipe out anything he faces. To make it even funnier. Gelu shows up as a recruit in my tavern and fights for me the rest of the scenario! As you can imagine, with Gelu in my army, the rest of the storyline was rather comical as it evolved. The following weeks were played on autopilot just to get it over and see how it ended. It was so easy it became unnecessary to even click on your opponent to check his stats before attacking. Bletch.

There are many more such examples with Frost. The bottom line is that when you learn how to use the combination of stat grubbing (at the end of each scenario delay the final kill – block the last enemy in his/her castle while your troops scour the map visiting all shrines, towers, etc.) and even a single Azure dragon, you can EASILY win any scenario. It’s just not fun. And a storyline (Tarnum versus Gelu) that had so many outstanding possibilities was wasted.

What’s the bottom line? Unless you’re one of “us” (one of the seven North American die-hard, no-life, 3D0 is more important than life, M&M is life) players, you can pass on this one. It will probably show up in the next H3 collection series. Save your dollars for Disciples 2 and Heroes 4.

And, hope that the Heroes Chronicles series is not the start of a meaningful trend. If H4 is the successor to the proud reputation of H3 and the M&M series, then all is still good in the universe. However, if H4 follows the path of the HC series, and pays too little attention to the scenario design and balancing expertise that has always been 3D0’s real strength, then the seven of us will have to take the scariest step we ever imagined possible when 3D0 ships a new product.

We’ll have to get a life.