Heroes of Might and Magic III, Part Three – Guest review

Now, for the prequel expansion pack. I actually ended up playing the Shadow of Death campaigns first, since I thought, “Oh, it’s a prequel, I should play the games in chronological order!”
It’s actually a pretty generic affair – a bunch of characters, two of which are apparently staples of the Might and Magic series, get duped way too easily by a super-powerful necromancer named Sandro, who makes them gather small-scale artifacts that he can combine into super-powerful ones. You then get to play as Sandro with said super-powerful artifacts, which I must say is immensely satisfying on a cathartic level. After Sandro has built up a massive power base and made his presence known, the four heroes realize they were played like fiddles and start working on a super-powerful artifact of their own, the “Angelic Alliance” (a sword that casts a buff spell at the start of battle and grants a morale boost to “good” troops), then crush him in a climactic battle. The final campaign revolves around Sandro and his last-gasp efforts to be important. It turns out he actually sets up the important plot points in the main Heroes 3 game – he poisons and kills King Gryphonheart, forms an alliance with the Kreegans and Nighon overlords, and then gets himself imprisoned by being tricked by his superior into attacking an innocent necromancer lord.

…Wait, back up a bit there. How in the world do necromancers have a stable society? The game repeatedly establishes that they are the vilest of the vile scum out there, their country is a blighted wasteland since they don’t need any food, and apparently they’re constantly fighting each other for power, as Sandro did earlier in the game. Yet apparently they have a king, a stable society, and an orderly law system? Sandro didn’t cross any lines when he rampaged across the countryside destroying everyone in his path in order to become the most powerful necromancer ever, but attacking this one guy is a heinous crime?

As you can tell, the plot revolves around evil necromancers, again. Oh boy oh boy. One of the four heroes, Gem, apparently has a massive vendetta against them, even moreso than most people. In her narration, she’s constantly flashing back to seeing them pillage and raze her hometown (I think?) in excruciatingly gory detail, and Sandro dupes her by saying that the artifacts she’s collecting can suppress necromancy (they in fact do the opposite, as should be pretty obvious from even a cursory glance…). During the semifinal campaign, she’s constantly working herself into a self-righteous frenzy over what monsters the necromancers are and how awful everything is and acts like she’s on a personal crusade. Laying it on a bit thick, 3DO. The story never acknowledges how she’s basically calling for genocide the entire time (even though it does in a similar scene in Armageddon’s Blade where the character is talking about the Kreegans), and seems to think her indignation is always 100% justified. There’s black and white morality for the sake of simplicity, and then there’s this. It really seems like the storywriters are determined to make the necromancers as vile as they possibly can for no real reason.

Now then, Armageddon’s Blade. This one is a doozy and requires some more meta talk. One of the staples of the Might and Magic series is (apparently) that they like to blend science fiction elements (such as lost super-technology) with fantasy elements like magic. The Heroes series lacked this, being pretty much pure fantasy all the way through. Seeking to correct this by injecting a bit of science fiction into the world, the developers planned on maaking the “evil” ending of Might and Magic 7 canon and having it impact the sequel expansion of Heroes 3. In Might and Magic 7, the “evil” path revolves around you discovering and restoring a “Heavenly Forge” created by ancient precursors, which can be used to craft sci-fi superweapons. In the next Heroes game, the “forge” was planned to be added as a new faction, and the story would have revolved around stopping their attempt to take over the world with superior firepower.

However, this plan was met with an extremely negative reaction from the fans of Heroes when it was announced, to the point where some people sent death threats. 3DO eventually decided to scrap the plan and hastily slap another storyline (and faction) together at the last minute. As a result, what they pushed out the door, Armageddon’s Blade, is a train wreck. An elegant and surprisingly well-salvaged train wreck, but a train wreck nonetheless. There is no central storyline like in the original game; instead, like in The Price of Loyalty, each of the six campaigns are standalone stories. I highly, highly suspect that this was not originally going to be the case, as many of the campaigns are simply awful. They contain the blandest storylines I have ever seen, are incredibly dull and repetitive in gameplay, and in an alarming number of cases look like they weren’t even proofread. Dialogue is never written consistently or correctly, and there’s one point where they don’t even bother to capitalize “I”. I don’t know what kind of hack writers the developers had to throw at the game to come up with this filler, but I shudder to think of it.

One of the storylines is about a female dungeon overlord named Mutare who wants to gain power for herself, a bit like Sandro in Shadow of Death, come to think of it. She eventually discovers a vial of dragon blood that she uses to turn into a dragon, which would be pretty cool if it conferred any gameplay benefits whatsoever. Still, the campaign is pretty dull and generic overall, and doesn’t really go anywhere. I expected it to be more about dragons when I saw the description, but no dice.

Another storyline is virtually identical, only substitute “barbarian” for “dungeon overlord” and subtract the dragon bits. So basically, the same, but even more unimpressive.

A third storyline is quite possibly the worst one of the bunch – it revolves around a witch named Adrienne who was outcast from Tatalia for practicing fire magic, which is a really big deal apparently? The story revolves around her trying to purge the undead menace from invading Tatalia, because it’s not like we haven’t rehashed that plotline a billion times over by now. The writing is a godawful mess – the tone sometimes tries to be comedic (I think?) and at other times tries to be so dark and gritty that it loops back around to ridiculous. I apparently have to rescind my earlier rant about Gem’s genocidal tirades, because that was toned back from the over-the-top things that go on here. It also throws a wrench into the whole “undead are trapped souls” thing, because it portrays the undead as mindless automations…the only time I think they’re portrayed that way in this universe, I think. (…More evidence that this is a hack writer unfamiliar with the source material.) Even in gameplay terms, the scenarios are an absolute slog and painfully repetitive. It’s just awful all the way through.

There is one side-story I liked, even though it seems to exist solely for the purpose of showing off the new super-creatures that Armageddon’s Blade introduced. It stars Dracon, a young wizard who wants to make a name for himself by slaying dragons. For a story that seems so generic (and it doesn’t have much in the way of plot), it has shockingly well-written atmosphere. The gameplay is interesting as well – it’s a departure from the normal format of “kill all the other guys” (you only even have an enemy opponent in one of the four scenarios) to almost a puzzle game where you have to make it to the end of the area and defeat the big boss fight before time runs out. It’s hair-pullingly difficult at first – I had to use a walkthrough, I admit it – but if you can make it past the first scenario, you really start to get a handle of the strategies necessary, and victory becomes all the more satisfying – especially since said victory is always against incredibly powerful creatures the likes of which you don’t see in any of the other campaigns. Another thing I really liked about it was how magic-heavy the gameplay was, since as I have stated before, the fumbling of the magic system is one of my pet peeves with the series. In this campaign, you get top-tier spells from the very beginning, and using them wisely is crucial to victory. The designer for this one really had a great understanding of the game mechanics and used it to craft a truly unique experience, so bravo, unknown developer!

Then there’s the actual storyline campaign, “Armageddon’s Blade”. The premise is that the Kreegans have a new king, one who plans to “set the world on fire” by crafting a magic sword, which has the capability of doing so…somehow… It’s not very clear. But this was thrown together at the last minute, I’ll cut them some slack. Anyway, the Kreegans are invading, so Catherine and Roland (as well as a new character, a half-elf forest ranger guy named Gelu) take it upon themselves to stop them!

One thing I immediately noticed is that the main villains are not necromancers this time! Hooray for originality. (Is it sad that I’ve become so exhausted that I’ll define “originality” as using demons instead of necromancers as the villains? It is.) This does lead to some really bizarre weirdness in how the narrative treats them, though. There are odd points where the narrative tries to humanize the Kreegans (mainly during the quarter of the campaign where you play as them), then in the next breath portrays them as ruthless, chaotic evil overlords who torture people for kicks. I am honestly just baffled. For instance, there’s this one point where the protagonist of the Kreegan side, Xeron, is informed that his mother was killed in one of Gelu’s raids and he has a tearful breakdown, and I just spent the next few minutes staring at the screen in confusion. Why would demons (or aliens, whatever) even have the same familial structure that we do? And more importantly, why should I care? Like all the other Kreegans, she probably tortured people for the lulz. I’m sorry if I can’t muster up any sympathy. And then, practically the next day, Xeron decides to beat his spy to an inch of his life (plus threaten him with tearing out his heart and eating it) because he couldn’t get all of the information he wanted. Cognitive dissonance much?

There’s also a scenario with Roland as the protagonist that I actually liked. It’s mentioned that the entire war has taken a massive toll on him – there’s one scene where he has vivid nightmares of when he was held hostage by the Kreegans and tortured daily, described in graphic detail. He tries to rally the troops and convince the Erathian nobles to keep fighting the war with him, but he can’t (although I am kind of surprised what part of “blowing up the world” the nobles don’t understand), eventually leading to mass desertions and him abdicating as king of Erathia. I think this is a pretty good deconstruction of the noble fantasy hero who fearlessly charges into one challenge after the other – it’s clear that Roland’s adventuring days are over, and that the endless warfare has exhausted him mentally and spiritually.

However, one part I felt was bizarre is a bit where he’s all “we must exterminate all the Kreegans, take no prisoners” and so on in a speech to the troops, and the narration notes how he’s turned into such a cold and hateful man because he’s calling for genocide. I…I don’t even. Gem’s borderline insane obsession with exterminating all necromancers in Shadow of Death (and Adrienne’s here) is just peachy keen, but calling for destroying devils and demons who personally tortured him, invaded his country, and threatened to blow up the world, oh that’s such a controversial thing we need some moral nuance on that? If you’re going to have your antagonists be objectively evil and the scum of the earth, game, at least be consistent about it.

The replacement faction for the Forge is the “Conflux”, a faction with an elemental theme. The creatures are the four elementals (plus a “magic elemental”) and some random mythical creatures (pixies and phoenixes) thrown in to round out the lineup. It’s very obviously a slap-dash effort, but the developers did decently well considering the circumstances, I think. Their role in the story is pretty generic – they’ve apparently decided to appear on the material plane all of a sudden (perhaps in response to the Kreegans, I don’t know) and Catherine is able to form an alliance with them to stop the Kreegans. It’s their troops that the main characters fall back on after the Erathian nobles pull out.

In the final scenario, the good guys capture Armageddon’s Blade and use it to defeat the final Kreegan forces, killing their king and ending the menace once and for all. Because Catherine is a smart and wise leader, she leaves the apocalypse sword in the hands of Gelu without making even a token effort to destroy it. Nothing could possibly go wrong with this plan, nope nope.

Something I really like is Catherine’s character. Uncharacteristic for the time, she’s a surprisingly well-written and powerful female character, even taking precedence over her husband, who resigns himself to a general under her command for the duration of the war. Roland is even addressed by Erathian citizens as “husband of my queen” instead of “my king”.

Overall, the writing in the campaign is actually pretty good – I wouldn’t have guessed it was a plan B slapped together at the last minute after they scrapped the original draft.

I actually really liked the gameplay in this campaign. Instead of scenarios starting off with slow, long periods of gathering resources and building up castles, you generally start with a large army and a decently built-up set of castles, allowing you to quickly plunge into enemy territory from the start. It’s a nice contrast to how long and tedious most of the other scenarios (and turn-based strategy games in general) are. Gelu is also a major help in that regard, as he has one of the best specialties ever: he can upgrade ordinary archer units into a super-powerful neutral unit that’s usually very difficult to get and has low growth rates. As such, he can grow in power extremely quickly and easily overwhelm the enemy with his awesome archers. It’s very cathartic after being used to long slogs.

To be honest, though, this game is more than a little disturbing to me. It’s…strange. I constantly get the feeling that I’m not playing the game the way I’m supposed to. My strategy is to play it safe. I always feel like I take too long to do things – I want to explore every nook and cranny, then make sure I’ve built up a big enough army for me to make it to the next area safely. I chase any infiltrators across the map trying to stamp them out, because I’m terrified of losing any ground, but it seems like the better strategy is to change ahead fearlessly.

But most of all, I try to save people.

You see, there’s this spell called Resurrection. It does exactly what it sounds like. On the surface it’s not very different from summoning spells, because the creatures you raise don’t stay alive after the battle. But if you crank your earth magic skill up to expert level, that changes. Suddenly, troops raised by Resurrection do stay with you after battle – you can actually use it to minimalize casualties. In every campaign, I made a beeline for both this spell and earth magic, then I proceeded to spam it in every battle. If I had lost a lot of troops, I would whittle the opponent down to almost nothing, then try to stall as long as I could in order to keep casting Resurrection.

I did this mostly because I’m an obsessive packrat and completist, and permanently losing troops made that part of me twitch, especially since it’s virtually unavoidable. But I think that, on another level, I did it because I didn’t like seeing troops being mowed down so relentlessly. As time goes on – possibly because I have a tendency to drag levels out, I will admit – the death tolls become absolutely horrifying. Literally hundreds of troops can die in a single battle, on both sides. Resurrection allows the player to mitigate that, at least somewhat – and I’d like to think that, in-universe, it would be something expected of any commander claiming the moral high ground.

But…that takes effort. A lot of effort. Battles are just so freaking repetitive, and they just drag on and on and on even without trying to stall for extra resurrections. My strategy wasn’t kind on my heroes’ spell point reserves, either. It began to feel more and more like I was exploiting a weird niche mechanic occurring on the fringes of the game engine, rather than utilizing a legitimate tactic.

So I started becoming lazy. Does it really matter if I save a handful of elves this battle, I thought, I can just replace them next week. I’m so tired of this, I just want the battle to be over, I said. Then I discovered the quick combat feature. Even though it felt silly to use it, like I was ignoring half the game, I did it anyway. And the interesting thing about quick combat is that I always suffered far more losses than I ever did when I was actually directing things – the AI is suicidal, it seems.

At first I cared. I only used quick combat judiciously, when I felt certain I would win anyway. Sometimes I boggled at my losses, reloaded and tried again, properly this time. But, eventually, I stopped caring. It didn’t matter anymore. I could afford those losses and still win, because I was getting better at the game.

Now I look back on that, and I can’t help but feel a little bit queasy at my detachment. The lives of your soldiers in a war game like this don’t matter at all. I kind of wonder, where are they all coming from? Every week, on the dot, you get a new slew of recruits appearing out of thin air. You pay money for them – but are you paying them, or the town itself? You never have to pay upkeep for them. Are these soldiers going along with you willingly? In earlier games, the knight faction was literally recruiting peasants, armored in rags and armed with farming tools. That looks an awful lot like conscription to me. Yet the knight faction claims the moral high ground over the necromancers, on the basis that the necromancers enslave people’s souls. How is that different than enslaving their bodies, really? And while we’re on the topic…how does that resurrection spell work, anyway? In Dungeons and Dragons, the recipient has to be willing, but does that apply to an en masse casting like the version we see here, especially since it can be used on nonsapient animals? This leads to the very real possibility that some soldiers might not actually want to be resurrected, but their leaders won’t even grant them the release of death. Now I feel horrible for abusing that spell so much…

But of course I’m overthinking this. You’re not meant to think about this. It’s a wargame – the soldiers are faceless, interchangeable, disposable. However, I think that the reason this game provokes such an especial cognitive dissonance is because it tries to dress it up in fantasy RPG imagery. Everything has such life and personality. There’s magic! Unicorns! Rugged, heroic individuals on personal quests! The whole story is dressed up as an epic battle of good versus evil! Even the random wandering monsters can have personality – some of them will choose to join you. But…what happens to all those creatures who wish to “join you for greater glory”? Your army is a meat grinder. It’s not as noticeable if they’re creatures of your own faction that you’re constantly replacing, but when they’re not? You use them as cannon fodder, because you know you won’t be able to keep them. You can just watch as they’re slowly whittled away to nothing. Why did they join you in the first place? They never say, exactly. They never complain about the fact you’re sending them to their deaths. And it doesn’t matter, because they’re just interchangeable mooks.

Even though all those soldiers in the game are nothing but bits of code, I still feel disturbed because of what they represent. Art reflects culture, and nowhere is that more apparent than in games, where the audience can directly interact with the art itself. The desensitization and detachment I felt towards those little blips on a screen when at first I was so concerned for their well-being…looking back, that horrifies me. I watched the death tolls rise – dozens, hundreds, thousands of dead – while cheery victory music played after every battle, and I didn’t care. What does that say about me?

I don’t want to scaremonger and say that video games are warping our minds and corrupting our youth. But this glorification of war and dismissal of collateral damage in a quest for personal glory really isn’t a healthy mentality to perpetuate, and it only gets worse in Heroes of Might and Magic 4.

14 Comments

  1. illhousen says:

    So, are you going to review Chronicles of Heroes?

    1. Guest Reviewer says:

      You mean Heroes Chronicles? Yes, sort of. I didn’t play them myself in the interest of time, but I watched a LP of the first one and read a plot summary of the others. I’ll go over them briefly in the next post.

      1. illhousen says:

        Yes, them. It was a long time since I’ve played them, and I was too lazy to check the name, sorry.

        I don’t remember much about them except for the lack of new content. I do recall enjoying the story, though it was at the time when I though Perumov to be a good writer. Now I know better.

        1. Guest Reviewer says:

          Aw, I really liked the story! It actually had one, and there were some good themes that challenged standard strategy game plots, I think. It’s not the best thing ever but it’s miles ahead of everything else in the series. (Except for maybe Dragon Slayer or The True Blade — unless those were written by the same guy? I don’t keep track of the writers.)

          1. illhousen says:

            Well, as I don’t really remember much of it, I can’t say how good the story is. I remember that I liked it, but I also had terrible taste at the time, so it’s not an indication.

            Sorry if I were unclear.

        2. Guest Reviewer says:

          By the way, do you know if there are any text dumps for all the story segments in Heroes Chronicles? I know there are for the Heroes IV campaigns, and it’d be nice to actually see the whole story instead of a plot summary (without having to trudge through like 100 hours of Let’s Plays).

          1. illhousen says:

            I don’t know. I remember just digging everything in map redactor because I tended to finish maps too quick and miss some stuff that comes late.

            It is actually quite easy to find messages that appear on a certain day. Other messages appear when you attack something or visit a certain object or just step on the right hex. They might be trickier to find.

            1. Guest Reviewer says:

              I remember just digging everything in map redactor

              Wait, you can do that? Maybe it’s just the GoG version but there are no map or campaign files I can open for HC. Google isn’t forthcoming.

              (And yes I know this is two months late, sorry, I’ve been busy.)

              Reply
              1. illhousen says:

                Could be a quirk of translation. I’ve played Russian version.

              2. Guest Reviewer says:

                Ugh, why would they take that out??? The single scenarios can still be opened but the campaigns are untouchable. Youtube vids it is, then. Sigh. I’d like to at least see all of the first episode before finishing my Heroes 4 review.

  2. Koby says:

    I didn’t like the storyline of Shadow of Death, but I did enjoy the
    actual gameplay. It was nice, to gather artifacts for one side, then be
    duped, get to use them, and then gather artifacts for the other side to
    fight the first side. And the use of different heroes appealed to me as
    well. I liked Yog turning from Wizard to Barbarian, and getting to play
    with several kinds of heroes. As for Gem’s obsession… well, I can only
    say that the storyline starts her off as someone who underwent some
    very traumatic things fighting under Roland in Enroth in Heroes II, and
    that she comes to Erathia to seek out a cure for her trauma in the form
    of the First Aid Tent. So being thrown back into another war against
    necromancers, and then realizing she just helped a necromancer gather
    ultimate power, I am not at all surprised she went berserk and
    completely lost it.

    Speaking of which, I note that the Tower is
    the only faction we have where heroes want to leave it and end up in
    different factions – Yog was a Wizard who becomes a Barbarian, and
    Sandro was a Wizard who became Necromancer. Vidomina was also an
    Alchemist turned Necromancer (and apparently the reason for Yog wanting
    to abandon the Tower) (I don’t count Lord Haart, as he’s never actually
    played as Necromancer except in Adrienne’s campaign, where he’s been
    resurrected as a lich).

    Armageddon’s Blade… well, as in The
    Restoration of Erathia, I liked Catherine being a strong character, and
    Gelu is great fun to play with. Mutare and Kilgor were bland and not
    much fun either – after a hero with a specialty like Gelu or Drakon, +5
    to a 7th tier creature means nothing. This was one of the main
    weaknesses of the hero system to me. Some heroes are awesome, and should
    always be played with. If I play the Tower, I always start with Solmyr,
    because he starts with fucking Chain Lightning, and his is more
    powerful than that of other heroes. The same is true for practically any
    faction that has magic heroes worth their salt – Jeddite for the
    Dungeon, who starts with resurrection, Adelaide for the Castle, who
    starts with Ice Ring… the fact is, I found that starting with Magic
    heroes was always an advantage over might heroes, and starting with the
    right magic hero could give you the game.

    As for factions
    specifically, I mostly agree. Angels are some of the most powerful
    cratures in the games. Although interestingly, until the expansions,
    they had 50 HP less than Titans and Black Dragons, and also cost less
    (as the two above cost 5000 and 4 of a precious resource each), which
    made Black Dragons the strongest creatures of the game, given their
    range, HP, magic resistance (to ALL spells) and attack that can hit two
    units at once i they’re properly lined up.
    Vampire Masters and Liches
    (as well as Dark Knights) were rather awesome, but otherwise, the
    Necromancer faction had weak creatures, and their real strength came
    from swarming you with obscene amount of skeletons. I love the Wizard
    faction, mostly because of the focus on magic, but it’s also decently
    balanced (when fully upgraded, 3 archers, 2 flyers, one slow but tough
    defending unit (Golems) and one murderous footsoldier (Nagas. No
    retaliation and awesome attack)). The Barbarians were decent, the Swamp
    sucked. The Dungeon was excellent, as you say, almost overpowered, and
    maybe even better balanced than the Tower (2 archers, 3 fast flyers, 2
    reasonable footsoldiers), especially with the right hero (they have
    Jeddite and Alamar who start with Resurrection, and Deemer who starts
    with Meteor Shower). Agreed that Earth and Air Magic are completely
    vital, as is Wisdom and Intelligence.

    1. Guest Reviewer says:

      I am not at all surprised she went berserk and completely lost it

      Except that’s not how it’s portrayed. Unlike with Roland in Armageddon’s Blade, the narration never seems to acknowledge that her behavior is unusual and disturbing. It just treats it as par for the course. Constant ravings about how necromancers are the scum of the earth and you want to genocide them all is totally normal, apparently.

      That’s an interesting (and rather disappointing) note about the Tower. I wonder if that’s coincidental or an intentional jab; the writers do seem to have an anti-intellectual streak regardless, so I’m not terribly surprised. Bracada in general gets very little development; the entire plot is about Erathia and AvLee gets a good deal of development in Shadow of Death, but Bracada is just sort of… there. It’s just like, oh hey, these guys are our allies so they’ll show up in the maps, now let’s move on and never talk about them again.

      1. Koby says:

        Well, that’s true. But in the Heroes Chronicles we get a lot more on it – Indeed, I’d say that Gavin Magnus (Bracada’s Immortal King) is the most featured ruler there. And of course in Heroes IV we get a whole campaign focused on New Bracada, Gavin Magnus and his relationship with Solmyr, which I really enjoyed (I think it was really my favorite campaign, even if it wasn’t very original as The True Blade or Gauldoth’s story).

        Speaking of Solmyr, no comment on hero specialties and their effect on gameplay? Because if we’ve mentioned Heroes IV, I sorely felt that there, where all heroes were exactly the same and no fun at all. Admittedly it’s less felt in campaigns, but given your stated preference for materiel preservation, I’m surprised you didn’t try to gain Jeddite/Alamar in every campaign.

        1. Guest Reviewer says:

          Eh… Heroes Chronicles is more focused on the ancient past, though. Maybe there’s more in Masters of the Elements, I dunno. And The Price of Peace seemed much more focused on Magnus himself, rather than the kingdom.

          ??? I thought I did talk about hero specialties in part 2? And there just generally isn’t room for non-story heroes in the campaigns, so I didn’t get much chance to use them. Resurrection specialty does appeal to me, though generally spell power isn’t the limiting factor.

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