Heroes Ride Again
Review by Chris Seip
The Heroes of Might and Magic series has made a consistently satisfying splash in the strategy game world, and this third edition shows more refinement than ever. It keeps the sense of balanced, and deviously addictive, gameplay intact within its humor-tinged fantasy setting while sprucing up the graphics and tweaking a bunch of new little features here and there. Most immediately noticeable is the shift to 800x600 resolution, which broadens the spread of the map/exploration screens and adds some needed elbow room to the tactical combat screens.
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Your Heroes (of Might and Magic) will have plenty of exploring to do. |
| Click on the thumbnail for full image. (45K) |
In Heroes of Might and Magic III, you begin a map with one or more heroes, based in one or more towns, and a smattering of creatures of legend to serve as your small army. As your hero and his mystical troops wander the countryside, they can find resources to use back home, groups of enemies itching for battle and little helpful incidents along the way that might boost experience levels, add warriors to the party or surprise you in other ways.
At home in your hero's town (one of eight beautifully drawn varieties), you can erect or upgrade one building during each turn, provided you meet that building's resource needs and prerequisites. Various buildings provide more or better combat units, more spells for your magic users, ways to convert resources, protection for the town and so on. A traveling hero can visit his town to take advantage of any such useful developments, like picking up any available new combat recruits, and learning new spells.
Bump into a foe on your travels and victory will be decided on a grid-lined combat screen on which the opposing sides advance from opposite ends of the board, which is a bit like chess. The battles are interesting because the character types inflict varying degrees of damage; some move farther than others in a turn, some can fly, some resist certain kinds of attacks and so on.
Your hero does not himself engage in a fight, though he can spend mana points by casting spells (if he is a magic user). Choose your battles carefully, though. Your hero will slink away if his army suffers a defeat, and you'll need to hire a new hero (or two) at your favorite town's tavern. If the battling aspect of Heroes III gets tedious, you can automate it to focus your attention on the other aspects of the game, a welcome flexibility.
Single missions can be undertaken or categorized by map size, or your heroes can embark on one of the well-conceived campaigns. Multi-player options include swapping turns at the controls, or connectivity options with MPlayer and Heat.Net offering the matchmaking. Should all those options still seem limiting, Heroes includes a relatively easy mission editor to dream up your own challenges-and certainly, homemade levels are available at fan sites on the Net.
The Heroes games have a certain attractive simplicity to them, and a fair balance between the combat units, all of which is carefully maintained in this third edition. There are enough options and new instances of everything-from towns and heroes to skills and spells-to lend depth to the game, but this sequel's additions never overwhelm the ideas inherent in the basic game. Presented as such an enticing stew, with richly drawn graphics and fine sounds, it should easily swallow your time until the wee hours. Considering that I'm reaching right across a genre that usually doesn't appeal to me, I'd have to rate Heroes III as grade A fun.
To make this game work heroically, your PC should run Windows 95/98 or NT 4.0, have a Pentium 133 (P166 recommended), 32 MB RAM, a quad-speed (4X) CD-ROM drive, 200 MB of free hard drive space, one of the major DirectX-compatible sound cards, a DirectX 6.0 compatible video adapter that can handle 800x600 resolution and 16-bit colors, a keyboard and a mouse.
Heroes of Might and Magic III
[$40 street]
ESRB rating: Everyone (E), "animated violence"
(CD-ROM for Windows 95/98)
3DO/New World Computing
Now You Can Have Your Quake and Eat It Too
Review by Sandford Wragg
The Quake 2 Quad Pack is a boxed set put out by id Software containing four Quake II CDs. Included in the package are the original game, two expansion or mission packs, and an Internet pack called Quake II Extremities.
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A sniper's vantage point, in Quake 2 Quad Damage. |
| Click on the thumbnail for full image. (68K) |
For those of you who have been vacationing in Siberia, Quake II (Q2) is probably the last chapter in the first-person-shooter, a la Doom, mode. Granted, it is more challenging and entertaining than Doom, yet still has all the old dilemmas. These include things like, why a guy who can take on the world cannot jump on a small box or, why he can't grab a ledge and hold on. However, these quirks have become accepted by now, even though other games, such as Tomb Raider, have done away with them.
If you like first person shooters, check Q2 out. If you know you'll like Q2, then you might like the Quad Pack instead. You'll save some money by buying it all in one shot. If you already have Q2, then you can buy the pack and dish the original CD to a friend. If you can get them hooked, you will have someone to compete with on the net. (I'll talk about that more in a minute.) The mission packs bring some new weaponry and opponents to the game. The weapons are a bit more impressive than the new opponents, however. I guess it is harder to come up with new interesting bad guys than new ways to blow them up.
One CD is called Ground Zero. Of the two, this one is the least changed from the original. Basically things are just a bit more accelerated. You get the shotgun in no time. On the other hand, the other CD called The Reckoning is a lot more challenging than the original game. Ammo on this CD can be scarce, and every room seems like an ambush of some sort. Therefore, the expansion CD's are neat but if you're not a real Q2 fan you won't need them.
However, whether a Q2 fan or not, you need the Net Pack. There's nothing like real competition between two players or teams of players. So many people have discovered this that there is a virtual Q2 subculture out there! There are international teams that meet on the net and form clans that then have set practice times. They compete with other clans. This grows into records kept of wins and losses, rivalries, and, of course, a lot of bragging. Clans also have developed internal ranks and specified purposes for different members. It is pretty incredible how it has all developed. So, get out there and get shot! Oh ... and don't be surprised at how fast you die as a rookie. These guys are good!
Finally, I say if you love Q2 go get the Quad Pack. If you just like to play once in a while, grab the Extremities CD and hop on the web. The Quad Pack gets a big A+ from me. I like the game, and always enjoy large a company allowing me to save some cash with convenience.
Quake II Quad Damage
[$36 street]
(CD-ROM for Windows 95/98)
Activision/id Software