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Heroes of Might and Magic IV: Winds of War

Box shot

April 23, 2003

Platform: Windows PC
Developer:
 3DO
Publisher:
3DO
Reviewed by: Jozef "NetDanzr" Purdes

 

 

Gameplay: [7] Graphics: [6] Audio: [7] Replay: [4] Overall: [6.0]

Screen Shot #1

Screen Shot #2

Screen Shot #3

There was never any doubt that 3DO would release a second expansion for Heroes of Might and Magic IV. The first expansion has introduced three new creatures for three out of the six factions, and left the whole game unbalanced. A second expansion was needed to fix this problem by featuring three new creatures for the remaining factions. This approach to expanding the game was also an indication that the publisher planned both expansions from the beginning. And while with the two expansions the game finally feels complete, at $110 for the whole package they help to solidify 3DO's reputation as the company that knows how to milk a dead cow into oblivion. As with the previous expansion, Winds of War is not worth the price for the casual gamer. Unlike The Gathering Storm, however, this expansion offers much more challenge for the fans of the series.

The value of an expansion
Before reviewing the game, let me make a few points about the value of an expansion, as opposed to a value of a standalone game.

I am a very price-conscious gamer. Unless a game offers enough high-quality gameplay to justify its price, I will pull no punches when reviewing it. I am also aware of the market prices for similar titles, and generally avoid the most expensive games from each genre. What makes valuing expansions so difficult is that they require the original game, thus increasing the price for the whole package. On the other hand, expansions can be viewed as separate games, which simply take advantage of a previously developed engine, graphics and sound, and whose lower production costs are reflected by their lower price.

With this particular expansion, determining whether it is too expensive or not is even more difficult. Winds of War takes advantage of the original game, but includes nearly all features introduced by The Gathering Storm, such as creatures, buildings and editor improvements. As such, I should value the expansion at $80 (the price of the expansion plus the price of the original game, which is required). Buying it would be a much better deal than purchasing the previous expansion, whose net additions to the game are now reduced to a campaign, several maps and artifacts. However, people who purchased the first expansion are forced to buy this one in order to fix the game's lack of balance. 3DO is punishing its fans by forcing them to pay $110 for the whole bundle, while more indifferent players will pay only $80 and those who never purchased the original game will spend only $50 if they choose to wait for the compilation. As a consequence, I will refer to the price for the whole package as being $110 and rate the title accordingly. If you never purchased the previous expansion and thinking about buying this one, consider the price to be $80 and add a point to the final rating.

Features
The main feature of the expansion is a new campaign, similar to the other official Heroes IV campaigns. You have five campaigns for five heroes, and only after you complete them, the sixth one will be unlocked. However, that's where the similarities end. The campaigns in this expansion are much more challenging, and they offer one of the most interesting and original twists I have seen in the entire Heroes series.

Where the maps in the previous expansion were largely role-playing, here they tend to be more on the strategic side. Gone are the narrow passages that allowed just one direction of movement and prevented the enemy to attack from behind. The maps are much more open here, and often you find yourself surrounded by enemies. This allows the A.I. to use the fog of war to stay out of sight and attack your weakest spot, forcing you to split your forces. In addition, you will be under constant pressure to not only win all the battles, but also to limit your own casualties to a minimum. Moreover, because all campaigns are limited to only three maps, the players will not be able to develop their heroes as freely as in the previous campaigns, and proper character development will become much more important.

The most unique feature, however, is the result of the final twist in the story. In this expansion you have five heroes, all of whom apparently suffer from a low level of self-confidence, caused by their ridiculous names. The barbarian Mongo, the insane Spazz Maticus (I'd go insane, too, with such a name), the mage Mysterio the Magnifficent and the undead Baron von Tarkin have all a good reason to feel hated by the world and their parents, but not as much as the eleven hero, Erutan Revol. His parents thought it would be funny to name him Nature Lover, only backwards. These five heroes decided to prove that they are less ridiculous than their names by conquering the wealthy kingdom of Channon. (Personally, I would suspect that all their parents asked for political asylum there, and the heroes just try to hunt them down.) Because only one of these five can conquer Channon, the designers introduced a new twist. You will need to develop all heroes in order to be able to attack Channon, but at the end you will have to pick only one of them and defeat your other four creations. This simple concept is a work of genius; too bad that it was never implemented well enough for the remaining four heroes to present a serious challenge.

The second feature included in this expansion is three new units. The catapults are without any doubt the most devastating long-ranged units in the game, and before you are half through the main campaign, you will hate them with passion. The Frenzied Gnashers are simply beefed-up, magic-resistant berserkers. Good thing the player has no control over them; otherwise they would greatly unbalance the game. The last new unit is the Megadragon. This creature, which looks like the Loch Ness monster has the highest number of hit points in the game and an extremely powerful fire breath. All three units and the three units from the previous expansion now also have dwellings assigned to them, where they can be purchased.

Probably the most controversial feature is a series of fan-made maps. This has created quite a stir on many gaming Web sites, where 3DO was accused of being cheap and scouring the Internet for additional maps. People claiming this should do their homework next time, as 3DO's reasons for including these maps were quite different. The claims that these maps were widely available before the expansion's release are false, too.

Driven by the need to justify the existence of Might and Magic Guild and to create some buzz among fans, 3DO has decided to hold a contest for fan-based maps. Twenty winners would get a free copy of the game, and their names would be featured in the credits. Might and Magic Guild is a fee-based fan site ran by 3DO, but until now it only offered several free maps for the series, two interviews with 3DO employees and a few desktop wallpapers. The site became the ideal platform for announcing the contest. Whether the maps that won are really the best that fans have created is an open question, but due to the contest rules, the maps were not supposed to be available on-line until the game was released, and thus they still count as original content.

The map editor has been improved, too. While still lacking a random map generator, it features a new tool that makes it much easier to paint the map with objects. This, and a few minor improvements to the editor have streamlined the map making process, allowing the fans to create new maps much faster. In addition, considering the fact that all factions are balanced again, mapmakers can use the new features from both expansions to create high-quality maps.

Unfortunately, this exhausts the number of new features offered by the new expansion. While there are new single-player maps from 3DO as well, the expansion lacks new spells or at least a few artifacts, which were featured in the previous expansion. Comparing new features one-by-one, Winds of War actually offers less content than The Gathering Storm.

Gameplay - 7
The largest improvement is the increased difficulty of the maps. While I liked the role-playing nature of the previous expansion, I am glad that the traditional focus on strategy has returned. In addition, I found the ending campaign very original and entertaining, as I had to battle four of the five heroes I developed. However, these improvements are greatly offset by the lack of more new features that would actually improve the original game. The expansion simply throws in more new maps and a few creatures, offsetting the lack of game balance caused by The Gathering Storm.

Sound - 7
The title offers a single new tune, which is featured in the main menu. The series has always had a very good soundtrack, and so I see no reason for replacing or improving it. The only reason I have not rated the sound higher is the slightly misleading description on the box, which says that the expansion "includes new music". While technically this is true, several people already told me that they expected the old music to be replaced, which is not the case.

Graphics - 6
With the exception of the three new creatures and their dwellings, the expansion features no new graphics. As with the sound, I cannot really complain about the graphics from the original game. However, I found many of the new maps to be a little more confusing than usual. They were full of haphazardly placed mountains and trees that could hide a hero or monsters, and often featured deceptive terrain, which seemed impassable until I was ambushed by the A.I. While the biggest culprits were the fan-created maps, I ran into such problems in some of the campaign maps as well.

Replay value - 4
Heroes of Might and Magic has always been known for their 'one-more-turn' replay value, and this expansion is no exception. I was glued to the screen into early morning hours, and I have gotten more than my $30 worth of the expansion. However, when considering this expansion in the context of the original game and the other expansion, it is not worth it. At $110 total price, Heroes of Might and Magic IV has finally become what it was supposed to be from the beginning. This makes it the most expensive game I have ever purchased, and no amount of hours spent playing the game will ever offset the price.

Overall - 6.0
Winds of War by itself offers enough value to justify its purchase. However, it does not improve the original game, and only fixes some balancing issues that were introduced by the first expansion. Only those who purchased The Gathering Storm should consider to buy this title. Hardcore fans will be pleasantly surprised by the increased difficulty, and those who like to create maps will get a bonus in the form of a much more user-friendly map editor. Others should simply wait for the inevitable Heroes IV Gold, which I expect to include the original game and the two expansions.

 

Heroes of Might and Magic IV: Winds of War Windows PC review on netjak.

 

 

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