Description
The Might and Magic role-playing series is almost as old as home
computing itself. The Heroes Chronicles is a series of four story-driven
strategy games set in the Might and Magic world and follows immortal hero
Tarnum on separate adventures.
In Conquest of the Underworld, Tarnum is charged with the duty of
escorting Queen Allison through the underworld to recover the kidnapped soul of
her father and return it to its rightful place in paradise. You must protect her
from demons and undead warriors who want to make sure that neither of you ever
escape their necropolis.
Features:
Escort Queen Allison through the underworld to retrieve her father's
stolen soul
Fight legions of demons and undead warriors
Installment of the popular Heroes of Might and Magic series
1 of 4 story-driven strategy games set in the Might and Magic world
Description
The Might and Magic role-playing series is almost as old as home
computing itself. The Heroes Chronicles is a series of four story-driven
strategy games set in the Might and Magic world and follows immortal hero
Tarnum on separate adventures.
Tarnum learns of the true history of his people in Warlords of the
Wasteland and organizes an army to move against the oppressive spellcasters
that have ruled his homeland. His march will take you from arid plains to humid
swamps and will culminate in a fight that echoes historic battles of Tarnum's
barbarian ancestry.
Features:
Raise an army of Stronghold troops to fight tyrannical rulers
Installment of the popular Heroes of Might and Magic series
1 of 4 story-driven strategy games set in the Might and Magic world
Description
The Might and Magic role-playing series is almost as old as home
computing itself. The Heroes Chronicles is a series of four story-driven
strategy games set in the Might and Magic world and follows immortal hero
Tarnum on separate adventures.
Tarnum puts aside his hatred of magic in this episode to learn the spells
he'll need to keep the Elemental Lords from turning the world into their
battleground. You'll play as Tarnum in Masters of the Elements and travel
among magic clouds and fiery fields of the elemental plane to acquire the spells
necessary to build a town and an army that can stop the destruction.
Features:
Keep the Elemental Lords from turning the world into their battleground
Acquire spells necessary to build a town and an army that can stop the
destruction
Installment of the popular Heroes of Might and Magic series
1 of 4 story-driven strategy games set in the Might and Magic world
GameSpot Review
Your typical game developer specializes at a particular genre, leaving
New World Computing as an uncommon exception that excels on not one but two
fronts. Best known for its long running Might and Magic role-playing series, New
World has since created the offshoot Heroes of Might and Magic turn-based
strategy series, which has nearly eclipsed its role-playing progenitor with the
sheer amount of critical and popular acclaim it's earned. It's no coincidence -
the Heroes formula is one of the most brilliant strategy game designs ever
conceived, with its careful blend of micro- and macromanagement within a
distinctive fantasy setting. And so, the big question with Heroes of Might and
Magic III is whether the formula is good enough to hold up three games in a row.
After all, while Heroes III overhauls the appearance and otherwise expands upon
its predecessors, its gameplay remains fundamentally similar. Nevertheless,
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. But you'll
notice its new look before everything else.
The first two games were especially notable for their colorful
storybook-style graphics, which lent either one a quirky sense of humor in spite
of the epic subject. You'd witness hundreds of peasants being slaughtered by,
for instance, a pack of minotaurs. But because both the peasants and the
minotaurs looked silly, and because their numbers were graphically abstracted
onscreen with just a single unit representing the army, it was difficult to take
the combat too seriously.
Even though it plays about the same, a veteran of the first two Heroes games
will initially suspect that Heroes of Might and Magic III is a departure from
the series because of its face-lift. Specifically, it tries to look a little
more serious. Many of the units seem more dangerous than before, and at first,
the look can put you off. The 3D-rendered units seem to lack some of the charm
and character of the previous games, in part because the higher resolution
graphics mean all the creatures appear smaller onscreen than before. Still,
further inspection reveals that the old flame still burns - just take a look at
the new units like the devils (complete with scythes, ram horns, and sideburns)
or the behemoths (lots of hair, teeth, and claws) and you'll see that the series
still retains its trademark sense of humor.
While not all of the monsters in Heroes III look interesting, most of its
graphics are beautiful, especially for a genre that typically neglects its
appearance for the sake of gameplay. Heroes of Might and Magic III sounds even
more impressive, with incredible and well-suited orchestral themes for each
castle, although the operatic vocals from Heroes II are conspicuously absent.
The turn-based gameplay has you recruiting mercenary heroes, whom you then
guide about an overhead map jam-packed with resources, treasure, magical
artifacts, mysterious landmarks, monsters, and more. Using the resources your
heroes acquire, you augment your towns so that they can produce more powerful
units, or still more resources. Meanwhile your heroes gain experience, skills,
and spells, and you put them in command of the largest armies that you can
afford in an ultimate effort to defeat the enemy mercenaries looking to conquer
you first. As your heroes earn experience through combat and exploration, you'll
want to utilize some for castle sieges, while others will make far better scouts
or magic users. All the while, you need to balance resources between recruiting
new troops and heroes, and building new facilities in your castles.
Half the game is spent exploring and building, and the other half is spent in
battle. The overhead map switches to a side view when you engage in combat, at
which point you must command your various creatures against their enemies,
taking turns moving unit stacks one by one depending on their speed. You can
have up to seven types of creatures serving under a hero (as opposed to five in
the previous games), with seven unique creatures available in each of the eight
castles. Every creature can also be upgraded, making it more powerful yet more
expensive to recruit. Each castle is meticulously balanced, and although the
units roughly correlate between castles, most of them are unique. In fact, many
of the creatures (both old and new) now have special abilities; archangels can
resurrect their fallen comrades, unicorns create a defensive anti-magic aura,
and cavaliers deal more damage if they charge their target. Combat plays out
simply, but a great deal of complexity lies beneath the surface, as your hero's
attributes and spells tend to sway the course of a battle.
The single player game spans six campaigns detailing the war to claim the
kingdom of Erathia from the perspective of good, evil, and mercenary leaders
alike. The story isn't played up too much, but the campaign missions themselves
are well designed and appear deceptively small. In fact, many contain
subterranean caverns as well as the usual overworld territory, often demanding
hundreds of turns across many hours of play. And if you can finish the campaigns,
you still have dozens of single player maps to try, with the promise of many
more to come thanks to the map editor included with the game. Meanwhile, Heroes
III is a much better multiplayer game than its predecessors, as you can scroll
around the map and review your forces when it's not your turn.
Description
Now you can get the complete Heroes of Might and Magic III
experience in one value package. This monster bundle will keep players building
towns, raising armies, casting spells, and conquering foes for months. Look at
all that awaits: 86 standalone missions, 14 campaigns, 38 single-scenario maps,
quests for 138 magical artifacts (including 12 powerful combination artifacts),
8 town types to build and conquer, 16 hero classes, 145 combat units, and
hundreds of adventure structures, including teleporters, neutral creatures, and
special terrains with unique tactics. Missions can be self-contained single
scenarios, linked together into multiscenario campaigns, or played as
multiplayer scenarios against other human players across a network. As many as
eight players can compete or team up via hot seat, LAN, modem, or the Internet.
The random map generator lets you create unlimited battle scenarios. Create your
own unique battles with a fully functional campaign generator and a map editor,
ensuring customization for infinite replayability.
Features:
Contains the original
Heroes of Might and Magic III, plus the expansion Armageddon's Blade and
The
Shadow of Death
Turn-based strategy war
game set in the mythical land of Erathia
Features a magic system,
character development, quests, a world to explore, and a story to uncover
Focuses on elements of
strategic conquest--the building of armies, territorial expansion, siege
warfare, and battle
Supports up to 8 players
via LAN, modem, or the Internet
In the demon kingdom of Eeofol, Lucifer Kreegan has a vision to set the world on fire by
constructing "Armageddon's Blade". Seeking to dethrone this insane
king,
Catherine invades. However, her generals report the appearance of the fiery Phoenix and
mysterious elemental Confluxes. As Catherine contemplates her next move, she
wonders... do
these omens foretell of Erathia's victory... or the world's destruction?
Heroes of Might and Magic III The Shadow of Death(tm)
Like several threads braided into a single string, Sandro the Necromancer manipulates
four unsuspecting heroes to do his bidding. Yog, the uncertain barbarian, and
Gelu, the
elven sharpshooter, are convinced that assisting Sandro will help them reach their dreams
of glory. The motivations of the mercenary Crag Hack are much simpler - gold. And fresh
from the Succession Wars, Gem simply wants to escape the ghosts of her fallen friends but
soon uncovers new horrors.
With the help of these unwitting companions, Sandro assembles two
artifacts of tremendous power. World domination is within his grasp. He stands at the
brink of invading the good lands of Erathia and AvLee unless these four heroes can band
together and assemble the Angelic Alliance - the only artifact that can give them the
strength to stand up to their enemy.