Heroes of Might and Magic IV: The Gathering Storm

October 17, 2002

Platform: Windows PC
Developer: New World Computing
Publisher: 3DO
Reviewed by: NetDanzr

 

Gameplay: [5] Graphics: [8] Audio: [9] Replay: [6] Overall: [7.0]

 

As the common business sense goes, a good deal is the one where both parties profit. Trying to rip off the other is always considered bad for business, as the victim may decide not to deal with you anymore. 3DO, however, seems to have forgotten this rule. It is not the first time: their Heroes Chronicles were vastly inferior products for their full price, and their Army Men series is by now considered to be a dead cow, still giving out a little milk. However, this time they have tried it with their flagship product, Heroes of Might and Magic. While the first expansion of Heroes of Might and Magic IV, named The Gathering Storm, is way above average, compared with other expansions, the limited amount of changes and new additions and the rather limited replay value do not justify the price of $29.99.

The past and present
The Heroes of Might and Magic series was born in 1990, when New World Computing, best known for its Might and Magic games by that time, published a small game called King's Bounty. The game has became a legend since; its lasting value was so great that 3DO could re-release this old title on Playstation 2 under the name Heroes of Might and Magic: Quest for the Dragonbone Staff. In this game, your single hero had to conquer a number of castles on four continents and recover a series of artifacts, in order to complete a map of the hidden treasure. To do so, he was able to recruit units, their number and skill depending on the hero's level.

The game was followed by the first Heroes of Might and Magic title in 1995. The game now introduced new concepts. You could develop your towns, adding new buildings that either improved the economy or produced new, better units. To do so, you had to collect seven different resources, either freely laying on the ground or provided by different types of mines. There were other adventure objects as well - artifacts, creature dwellings, power-ups and more. Due to a larger number of spells available and the multitude of creatures, the combat became more complex. The only drawbacks were the rather amateurish graphics and a color scheme that was too bright for this kind of a game. Heroes of Might and Magic II was released a year later and became an instant hit.

The graphics were less flat, more detailed, yet smaller, in order to allow for a much larger gaming world and more units. The main change in gameplay, however, was the inclusion of campaigns and the possibility to upgrade buildings, in order to get better units. The main campaign consisted of an unprecedented 40 maps, and offered multiple paths. It took me months to finish it. Just as I did, the first Heroes expansion was released, The Price of Loyalty. The expansion added events, new heroes, artifacts, a multitude of maps and a few adventure objects, such as the mage eyes, which are used until now. 1999 and 2000 marked Heroes of Might and Magic III and its two expansions, Armageddon Blade and Shadow of Death. The series, as originally created, has reached its pinnacle here. There were more units, more different towns and more spells, but the basic concept remained the same.

Armageddon Blade, which introduced a whole new town with a set of creatures and heroes became one of the greatest expansions I have ever seen. Heroes of Might and Magic IV came with a whole new concept. Old fans either loved or hated the game, and new fans were slow in coming, mainly due to a blunder at 3DO's part, which decided to sell the game for $50, but to include all materials on a CD like in a budget release. The game was not as much about strategy as the previous games; character development became much more important. Heroes now participated in combat, and so they needed to develop their skills (each one can have up to 20 of them at 4 different experience levels), and acquire powerful artifacts. Questing became a major issue as well, and so the game became more a top-down role-playing game with strong strategy elements than a pure turn-based strategy game.

The Gathering Storm
The expansion has brought several new campaigns, a dozen or so of new maps, a couple of new adventure objects, artifacts and monsters. Campaigns and maps. The game offers a total of six new campaigns, five of which are accessible immediately, the sixth one being unlocked when you finish the five. According to the new intro movie, a new wizard, named Hexis, is threatening to destroy the world. Five heroes go their separate ways to build up their skill and to gather the artifacts necessary to destroy the evil Hexis.

The first campaign puts you in the role of an archmage, on the search of five magical artifacts. The campaign starts out fairly easy, giving you a second hero to help him. As you progress, you will find that the mage himself will be able to defeat entire armies. The second campaign is much shorter, but the character is similar: a chaos mage. I found this campaign to be the most reminiscent of Heroes of Might and Magic II: a lot of strategy and luck, with the hero being more in the background. The third campaign thrusts you in the role of a female bard, also looking for a few artifacts. This was a very novel campaign, where a lot depended on the main character's stealth, instead of any strategic thinking. This campaign proved the power of the new concept. In the fourth campaign, you become a barbarian who needs to defeat three mad brothers in order to gain certain artifacts. I always found the barbarians a little challenging, and the maps even more so, especially after a timed event stripped me of almost all my towns in yet another display of the power of the new game engine.

The fifth campaign puts you in the role of a female necromancer. I never really liked the necromancers, but I must admit that they have the most powerful creatures, which made this campaign a little easier than the designers intended. In the last campaign, the heroes unite in order to defeat the evil Hexis. Considering that all your heroes will be at around level 30 now, additional armies will be hardly necessary. I was able to call up 8 dragons, for example, before the enemy got to move at all. In addition, the game provides plenty of new maps to keep you entertained for a few days. I must admit that the maps were the strong point in the game. No matter how terrible the A.I. has become, 3DO found someone to create highly playable maps, both for the original game and for the expansion (and possibly the same people for the otherwise terrible Might and Magic IX). Fully aware that the computer tries to cheat, using the fog of war (basically move just beyond your visible field in order to get behind you), most maps are very linear, allowing you to deal with opponents one by one. In addition, many maps have complex timed events, challenging quests or mazes that require lots of planning ahead.

Artifacts, creatures and structures
The game offers 16 new artifacts, which can be combined into five more powerful artifacts. These items do not add much to the strategy; in fact, I found that some of them were inferior to some older artifacts I found during my quests. However, most of them present a nice, refreshing touch to the game. There are four new high-level monsters: a goblin knight, evil sorceress, gargantuan and dark champion. Those four units don't add much to the balance of the game; I got the impression that 3DO included them only to be able to claim the addition of new, powerful enemies. The monsters seem a little out of place, considering they never appeared in the Might and Magic world before.

The 11 new buildings are a mixed bag. Four of the buildings are generators for the four new monsters. Since the monsters don't improve the game balance, I would assume that they would not be used to a larger extent in other maps, especially those created by fans. Five buildings represent the five schools of magic. Here, you can buy the appropriate spells. In campaigns, these buildings are useless, as your characters will have plenty of opportunity to learn all spells from the mage guilds. On single maps, your characters will have a very hard time to attain a high enough level to be able to learn the high-level spells. Either case, these buildings are rather useless. The only two buildings that actually serve a purpose, namely fun, are two arenas. In these arenas, your hero will fight alone, one of two kinds of dragons. Victory means another level. These arenas are actually fun to play, when all you have is your hero. Other improvements The most heralded improvement is a multiplayer patch, allowing you to play the game on-line. The original game had a multiplayer option, but when you clicked on it, you got a message that this feature would be patched later. This caused an outrage among fans, and created a precedent: for the first time that I know of, a retail release admitted that it was incomplete. This patch, however, is also available at the 3DO Web site for free. The other addition was a new music track. However, no matter how much I played the game, I could never find it.

What was not improved?
Probably the worst problem is the A.I., which is beyond terrible. Due to the fact that it can't sneak behind you anymore, the enemy tends to sit in its castle, waiting for you to come and attack. This makes map management a much easier job for you, and with enough patience, you can wear the enemy down without ever employing your main hero. On high difficulty levels, the enemy heroes tend to attack monsters that are too strong for them and get slaughtered even before you get to face them. In fact, the most challenging game, as someone said on the 3DO boards, is one of low difficulty where you throw away all your resources and money at the beginning. The other thing that was not implemented, even though 3DO promised it would include it in this expansion, was a random map generator. This has caused yet another outrage by the most devout fans, and greatly decreased the replay value of the game.

Rating Gameplay - 5
The new map design improves the gameplay a lot from the original series, but the terrible A.I. takes away all the fun from anybody but the neophyte players. I personally liked it, as I am the kind of a player who likes to build up as much as possible before attacking, but people who like to rush their opponents found it way too easy. In fact, the few times when I had to find an artifact before the enemy did, I managed to destroy the enemy before seriously trying to find the artifact. What really brought the score down, however, is one of the worst gameplay bugs I have ever seen: the player is able to transfer units between towns instantly, without activating the cheat mode, which completely destroys any notion of fair play in multiplayer games.

Graphics - 8
The graphics have experienced no change at all. While they are not as fancy as in other games, they get their job done, and they do it right. The graphics allow for great orientation in the game, and with three levels of layout (each for a different monitor resolution) accommodate most players.

Audio - 9
3DO has one of the best audio staffs in the business. Ever since Might and Magic VI, their soundtracks were superb, and this is not an exception. While all audio is copied from the original game, it did not age at all, and has yet to grow old on me.

Replay - 6
In the previous Heroes games, you could replay the maps over and over again, always applying a different strategy. That is not possible in Heroes of Might and Magic IV, however. Because the map handles and feels more like a role-playing map, your options are fairly limited, and after playing it twice, you loose interest. In fact, I got bored quickly when playing the campaigns for the second time. Because of that, a random map generator is absolutely essential. Without it, I was entertained with the game for only one week.

Final verdict - 7
The expansion is a fine piece of work, but a little hastily put together, in my opinion. Its main value lies in new maps and campaigns. The new items and monsters, while interesting, are of a very limited value, considering the dire state of the fan scene. Half a year after the original game was released, there are less than a dozen new maps, and the trend may not change. The multiplayer patch is available for free on the 3DO site, so it should not count to the final rating at all. Due to the lack of a random map generator and due to the limited replay value of the maps, the most you can get from the expansion is a week of playing. For $30, that's too little, considering that some budget games (Moonbase Commander and the older Monopoly Tycoon, for example) provide much more entertainment for $20. Unless you are a serious Heroes fan, wait for the complete bundle, which should arrive in a year or so. The second expansion is being produced right now, and if 3DO follows its trend, a complete edition should not be far off. Meanwhile, go get the Heroes of Might and Magic Platinum, which for the same price is enough to keep you entertained for the next several months.

 

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HEROES OF MIGHT & MAGIC IV: THE GATHERING STORM EXPANSION PACK
HEROES OF MIGHT & MAGIC IV: THE GATHERING STORM EXPANSION PACK

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