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Heroes of Might & Magic III

by New World Computing

Review by Vajra Chandrasekera
March 20, 1999
 

Introduction

Game developers suffer from sequelitis. When New World Computing set out to deliver Heroes of Might & Magic III, they clearly did not intend to deviate from a winning formula. As a result, Heroes III is by no means a revolutionary or wildly innovative game, and fans of the genre -and of the Heroes series in particular- will find nothing radically changed from previous HOMM games. OK, the game has been given a facelift and a new look, and there are many new features in gameplay, but nothing has changed at a fundamental level. This is not really a flaw; rather than setting out to create an entirely new game, the developers have set out to upgrade and overhaul the game, rectifying problems that arose in older versions and adding new features to improve gameplay. And, of course, to retain the sheer addictiveness of gameplay that made earlier Heroes of Might & Magic games so popular. 

With nearly 120 units, eight different town types  and the introduction of an underground map as well as the normal map (which is itself larger than before), Heroes III is intended to be more balanced, more challenging and more fun to play than its predecessors, while remaining true to the original game design and fantasy setting. How far does it fulfil its promises? This is the third time New World Computing have turned to their faithful old HOMM formula...can they squeeze one more rabbit out of this particular hat?
 

 
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