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Heroes of Might and Magic IV

 
Games: Heroes of Might and Magic IV
 

Game Description

3DO's heroes answer the call to a new turn-based adventure in this fourth full release in the Heroes of Might and Magic series. The structure of this release follows earlier games, as a wide assortment of hero characters lead diverse armies across the fantasy landscape to conquer enemies and claim new cities. In addition to the expected graphical upgrades, the gameplay in this sequel has been tweaked to promise a few subtle but influential changes.

Armies are recruited in a more realistically gradual way, with the option to draft all available soldiers at once, for a price. Developing a town to bring in certain types of creatures may prevent the creation of other creature types there, adding a new element of planning. Heroes can now join their armies on the front lines for melee combat. Wandering monster encounters spice up cross-country travel. In addition to these new features and a style of gameplay honed over nearly a decade of successful releases, Heroes of Might and Magic IV also offers a map editor, adding lots of replay value for dedicated strategy gamers.
~ T.J. Deci, All Game Guide

Roots & Influences

Heroes of Might and Magic IV is a continuation of the New World Computing series that began in 1995.
~ Michael L. House, All Game Guide

Review: Overall

While design changes in Heroes of Might and Magic IV distinguish it from the other games in the series, the essence that makes the series a classic remains intact. The combination of turn-based strategy and RPG elements is guaranteed to keep you at the computer for hours at a time, as you control a persistent hero who can specialize in magic, regular combat, or both. He gains beneficial experience and levels, raises an army from his base town, builds strength through resource collection, and ventures out to explore the map to complete mission goals.

Heroes belong to one of six groups: Nature, Order, Chaos, Life, Death, or Might. As in previous games of the series, every town houses several types of creatures for recruitment to the army, along with different buildings containing a variety of magic skills. Some of the towns provide bonus points to boost character morale or strength.

Six pre-designed campaigns, a host of individual scenario maps, and a campaign editor prolong the life of this engaging title, with the last allowing you to create scenarios and link them together to create additional campaigns. Due to the well-designed maps, scenarios, and campaigns, gameplay is even more addictive than previous games in the series, if possible. With maps featuring so many treasures, resources, artifacts, side quests, and assorted buildings that teach skills and temporarily boost heroes' power, the main story is just icing on the cake.

Your recruited troops battle wandering monsters and the armies of enemy heroes. A notable change in the combat system is that your armies give and take all damage at the same time, so a few of the creatures, like Sprites and the Cerebus, feature an element of "no retaliation" that prevents them from taking damage after attacking an enemy. Another enhancement is a line of fire system for creatures with ranged weapons, thus accuracy can range from five to 100 percent, depending on their view. Some creatures, like Titans and Devils, can now cast spells as well.

One of several new options is the ability to choose quick combat to have the computer determine the outcome of fights between your troops and random monsters that actually seek you out and attack as you wander the map. The branching paths of the tech trees have also been improved, resulting in a basic and welcome change to strategy. Instead of simply racing to construct as many creature-based buildings and the largest army possible, you must now choose between creatures of the same power level. Depending on that choice, different buildings and creatures become available or locked out. In execution, this change helps even out the game and creates a better challenge with more in-depth gameplay.

Unlike previous games in the series, your hero now takes part in battles and can be attacked by enemy creatures. Even if he dies, the battle can continue, unless the event of his or her death is a preset condition of losing. With this change, the incentive to build a hero who can possibly turn the tide of battle is stronger than ever, and the ability to hire multiple hero characters increases strategic options even more.

For example, combine a warrior of Life in the same party with a wizard of Nature, along with other creatures from both camps, or, split your army and have two heroes cover different locations. In yet another new element of gameplay, when an enemy hero is defeated, he or she is imprisoned in your town, but if it gets overrun, all captured enemies are set free. Obviously, better planning for battles and town defenses is now more challenging.

Unfortunately, the designers have yet to develop any multiplayer options. Even though the scope of the game could be increased enormously by such an addition, the sheer enjoyment and immersion of Heroes of Might and Magic IV couldn't be greater. With tons of new features and careful attention given to the original formula, the series remains one of the best in the genre.
~ Jason White, All Game Guide

Review: Enjoyment

A stellar game with all the elements of classic gameplay, with an immersion factor guaranteed to keep you playing for hours on end, whether it's to eliminate one more enemy, construct one more building, or recruit more creatures or heroes. All elements of gameplay are exciting, from simple map exploration to battle decisions, and the option to create campaigns is further inducement to keep playing.
~ Jason White, All Game Guide

Review: Graphics

Movement of 3D creatures on the battle map is a bit stiff. Otherwise, the rest of the graphics are bright and detailed, with a distinctive look to all elements.
~ Jason White, All Game Guide

Review: Sound

The music and sound effects add to gameplay, with different types of music for the overland map and the battle area maps.
~ Jason White, All Game Guide

Review: Replay Value

Just one campaign, with its varied scenarios, will keep you playing for days. With the campaign editor available, there's no limit on gameplay. The only element missing is a multiplayer option.
~ Jason White, All Game Guide

Review: Documentation

The indispensable manual is one of the best in the genre, with comprehensive coverage of every element of gameplay, startup, a fold-out list of enemies, and a breakdown of the tech tree for each town type.
~ Jason White, All Game Guide

Production Credits

Heroes of Might and Magic Creator: Jon Van Caneghem; Executive Producer: Jeff Blattner; Producer: James Dickinson; Assistant Producer: Jack Russell; Director: David Mullich; Lead Programmer: Gus Smedstad; Programmer: Ian Barkley-Yeung, Andy Hsiung, Duong Nguyen, Jim Norwood, Scott Randolph, David Richey, Victor Sadauskas; Installer Programmer: Brett Yagi; Art Director: Joseph McGuffin; Technical Lead Artist: Fernando Castillo; Artist: George Almond, Ron Alpert, Jeff Bigman, Jonathan Caustrita, Rebecca Christel, Brian DeMetz, Shane Estanislao, John Gibson, Lou Henderson, Edward Hudson, Brian Kemper, Noaki Kobayashi, Gabriel Koerner, April Lee, Bonnie Long-Hemsath, Adam McCarthy, Nowa Morisaku, Eric Newman, Woody Norman, John Slowsky; Designer: Gus Smedstad; Assistant Designer: Jennifer Bullard; Writer: Terry Ray; Level Designer: Dave Botan, Jeremiah Conlon, Ryan Den, Christopher Pratt, Robert Scarpato, Jodi Wurts, Jon Van Caneghem, Debbie Van Caneghem, Christian Vanover; Audio: Steve Baca, Rob King; Musical Production: Rob King; Town Themes Composer and Conductor: Paul Romero; Town Themes Music: Paul Romero, Rob King, Steve Baca, Paul James; Adventure Themes Writer: Paul James; Adventure Themes Arranger: Rob King; Adventure Themes Additional Production: Paul Romero; Adventure Themes Additional Samples: AMG; Soprano: Karin Mushegain; Bass Baritone: Dean Elzinga; Flute: Justin Bahrami; Alto Sax: Brock Summers; Bassoon: Rob S.; Cello: Victoria Richardson; Clarinet: Jonathan Willard; Keyboards and Programming: Paul Romero, Steve Baca, Rob King; Additional Musician: Raymond Hill Symphony; NEVENKA Choir: Ronda Berkeley, Michelle Green-Levasseur, Lea Hume, Trudy Israel, Jennifer Jurick, Janice McGlaze; Celtic Minstrels Button Accordion: Luke Daniels; Celtic Minstrels Bagpipes: Paul James; Celtic Minstrels Whistle: Paul James; Celtic Minstrels Bodhran: Paul James; Celtic Minstrels Alto Sax: Paul James; Celtic Minstrels Guitar: Paul James, Simon Mayor; Celtic Minstrels Additional Programming: Paul James, Mark Hawkins; Celtic Minstrels Mandolin: Simon Mayor; Celtic Minstrels Vocals: Julie Murphy; Celtic Minstrels Fiddle: Andy Taylor; Celtic Minstrels Piano Accordion: Brian Willcocks; Voice Direction: Rob King, Terry Ray; Voice Talent: Melique Berger, Mari Devon, John Hyke, Lex Lang, Joe Ochman, Bob Papenbrook, Steve Prince, Mike Sorich, Dan Woren; Recordist: Rob King; Mix Engineer: Rob King; Studio: Green Street Studio, Jake's Place, Bhive Music; Sound Design: Rob King, Steve Baca, Chuck Russom; Localization Manager: Florence Catania, Saskia Gilman; Localization Production: Emil Eidt, Victoria Johnson, Catalina Quijano, Christophe Schuhmann, Robin Scofield, Gayle Tummond; Testing Manager: Karl Drown; New World Computing Tester: Ed Campos, Eric Williamson, Benjamin Bent, Andrew Grumm, Sean Rostami, Ernie Gallardo, Peter Ryu, Matt Cuttings, Margene Habermacher, Daniel Todd, Joe Roth, Mike Lin, Jun Jun Caliva, John Rivera, Nathaniel Slotnick, Michael Flegenheimer, Jean Paul Claude, Bryan Farina; Redwood City Tester: John Fields, Greg Hines, Tyson McCann, Patrick Sullivan, Patrick Goodspeed, Kim Jardin, Ian Martin, Eric Gray, Carl Kam
~ Michael L. House, All Game Guide
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Wikipedia: Heroes of Might and Magic IV
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Heroes of Might and Magic IV
Cover art
Developer(s) New World Computing
Publisher(s) The 3DO Company
Designer(s) Gus Smedstad
Version 3.0
Platform(s) Microsoft Windows
Release date(s) United States / North America 28 March 2002

Germany 25 April 2002

Genre(s) Turn-based strategy
Mode(s) Single player, single-system multiplayer, and network play
Rating(s) ESRB: Everyone

PEGI: 12+ (Violence)
USK: 12+
VET/SFB: 11 11+
ELSPA: 15+

Media 2 CD-ROMs
System requirements Windows
Input methods Windows
Apple Macintosh version[1][2]
Developer(s) Contraband Entertainment
Designer(s) Chris Jacobson (project lead)
Version 2.3
Platform(s) Apple Macintosh
Release date(s) United States / North America 13 November 2002
System requirements 350 MHz PowerPC G3 CPU, 192 MB RAM, 800x600x16k display resolution, 750 MB available hard disk space, Mac OS X 10.1 or Mac OS 9.0 or higher

Heroes of Might and Magic IV is a turn-based strategy game developed by New World Computing and published by the 3DO Company for Microsoft Windows-based personal computers in 2002. An Apple Macintosh port was subsequently developed by Contraband Entertainment and released by the 3DO Company. The fourth installment of the popular Heroes of Might and Magic franchise, it is the sequel to Heroes of Might and Magic III, and was the last to be developed by New World Computing.

Contents

Story

Following the events of Heroes Chronicles: The Sword of Frost, Gelu, the leader of AvLee's Forest Guard and wielder of Armageddon's Blade, attacks Kilgor, the Barbarian King of Krewlod, in an attempt to claim and destroy the Sword of Frost. As foretold by a prophecy, when Armageddon's Blade and the Sword of Frost clash in battle, the result is a massive explosion (known as the Reckoning), which destroys the world of Enroth. Many of the inhabitants of the planet, however, manage to escape through mysterious portals that appear during the Reckoning which lead them to another world, called Axeoth - also the setting for Might and Magic IX. Included among the refugees are many of the heroes of previous installments of the series, and many return to their old ways shortly after arriving on their new home.

The story of Heroes of Might and Magic IV unfolds primarily through the game's six campaigns, each of which establishes how the major kingdoms of one of Axeoth's continents were forged in the wake of the Reckoning, and the arrival of the Enrothian refugees on Axeoth. Each of the campaigns centers on a faction leader, and tells the story of how that leader came to prominence. Unlike Heroes of Might and Magic III, all of the six campaigns are accessible from the beginning, and each unfolds as a stand-alone tale.

In the Haven campaign, The True Blade, Lysander, a loyal knight formerly in the service of Queen Catherine Ironfist, rules over the nascent kingdom of Palaedra, inhabited mainly by refugees from the kingdom of Erathia. His command, however, is challenged by a usurper named Sir Worton, who claims to be the only surviving heir to the Gryphonheart dynasty. Many of Lysander's generals are drawn to Worton, forcing the lord to expose Worton as a fraud or lose control of his kingdom.

At the start of the Stronghold campaign, Glory of Days Past, Waerjak, a barbarian chieftain, despairs over the changes that have come over the barbarian community. In the wake of Kilgor's death, his people have descended into interfactional strife, and are in danger of wiping themselves out. Intent on restoring the barbarian kingdom to its more peaceful state before Kilgor's ascension, Waerjak sets out to prove his strength and to subdue his rivals, guided by his mentor, Tarnum (previously the protagonist of the Heroes Chronicles series).

The game's Academy campaign, The Price of Peace tells the story of Emilia Nighthaven, the peasant daughter of an Enrothian glassblower. On Axeoth, however, she finds herself taking command of a community of frightened refugees and forging them into the kingdom of Great Arcan. Queen Emilia's success, however, attracts the attention of Gavin Magnus, the Immortal King of Bracada from Heroes of Might and Magic III and Might and Magic VII, and his genie servant, Solmyr, who seek to prevent Axeoth from meeting the same fate as Enroth (i.e. being destroyed) by magically depriving its entire population of their free will.

In the Preserve campaign, Elwin and Shaera, Elwin, a simple elf from the Elven kingdom of Aranorn (mainly populated by survivors from AvLee), is in love with Shaera, but their romance is threatened by Lord Harke, a powerful rival for Shaera's affection. Elwin's continued pursuit of his beloved plunges the region into internecine war, and whoever emerges the victor will not only win Shaera's hand in marriage, but the throne of Aranorn, as well.

Half-Dead, the Necropolis campaign, relates the tale of Gauldoth Half-Dead, the half-human, half-lich victim of a necromantic spell that he cast to save his life which went horribly wrong. Tired of living on the scraps of food he can steal from fearful villagers, Gauldoth unites the forces of the surviving Necromancers and demonic Kreegans from Colony's old kingdoms of Deyja and Eeofol into Nekross, a powerful and feared kingdom, but he is forced to act as a protector for both the living and the dead when a powerful being from another dimension arrives with plans to end all life in the universe.

A Pirate's Daughter, the game's Asylum campaign, introduces the only daughter of a famous pirate, Tawni Balfour. Tawni inherits her father's ship and crew following his unfortunate death. Sailing down the coasts of the Gold Sea, fighting feared buccaneers, sea monsters and mermaids alike, Tawni intends to claim her father's mantle as Axeoth's most feared pirate captain, all while having to face her own shady past.

A snowy necropolis (death-aligned town).
The main map screen from the beginning of the A Pirate's Daughter campaign.


Gameplay

Heroes are now free to move about the battlefield.

Heroes of Might and Magic IV introduces a number of major changes to the series.

Unlike previous games, where they had little active role in combat, heroes are now present on the battlefield with their troops. It is now possible to have armies with more than one hero, or with no heroes at all, although armies without a hero are incapable of performing certain tasks, such as capturing enemy towns or structures. Both the adventure and combat maps have been converted to a fixed-view isometric 3D display. The traditional hexagon-based battle grid has been converted into a much higher-resolution square-based grid, making it easier to feature units of different sizes. However, the lack of the easy to visualize hexagons has been criticized for reducing the ability of the player to use terrain to a strategic advantage (especially tricky is anticipating the paths of ranged attacks, both offensively and defensively). Non-hero spellcasting units are now given proper spell selections. Retaliation now occurs simultaneous with the attack, and ranged units are now capable of retaliating against ranged attacks. Each individual troop unit now has its own movement allowance on the adventure map, and units can be split off independently of the main army; however, the tradeoff is that troops can no longer be "shuttled" from hero to hero in order to move an army large distances in a single turn. Logistics have further been restricted by the elimination of the "Dimension Door" spell, as well as "Fly" and artifacts that allow flight, with the only remaining long-distance movement spell being "Town Gate," which only takes an army to the nearest town. This, in turn, is partially compensated for by the elimination of the need to revisit resource-producing structures each week, and the introduction of a new Town structure, the Caravan, which can be used to move troops and Heroes invisibly and rapidly between towns, as well as bringing troops produced at external dwellings directly to a town.

The status display screen for a hero.

The skill system has also undergone a significant overhaul, and all Heroes of a given class start out with the same skills; the player has slightly more control, though, over the development of the Hero than in previous versions of the game, and Heroes can "evolve" into over 40 different specialized classes, based on which combination of skills they select. There are 9 different skills (5 of them magic-based), each of which has 4 sub-disciplines, which in turn have 5 levels of progression, and an individual Hero is limited to a maximum of 5 of the 9 skill sets. A small number of these skills are shared with earlier versions of the game, and some of the new skills can dramatically affect strategy (e.g., a Hero with Grandmaster Stealth is invisible to all hostile or neutral Heroes and creatures). Troop units can no longer be upgraded, and the number of unit levels has been reduced to four. Every level has two possible units, but each town can only build one creature dwelling per level. For example, an Order-aligned town can build either an Altar of Wishes (produces Genies) or a Golden Pavilion (produces Nagas), but because Genies and Nagas are both level three creatures, both structures cannot be built at the same time. The exception to this involves level one creature dwellings, both of which are allowed to coexist within the same town. The creature dwellings themselves now accumulate new creatures every day, as opposed to the start of each new week.[3]

A number of Heroes IV innovations raised controversy among old players; this can be said about daily creature growth, simultaneous retaliation, lack of creature upgrades previously found in Heroes II and Heroes III, the new castle siege system (which gave far fewer advantages to the defending player), and the treatment of heroes as units with no unique specialties for each individual hero. Other issues of disappointment were the reduced number of towns and creatures, alignment revisions (e.g. merging the Necropolis with Inferno), the addition of "Death" aligned Venom Spawn, the treatment of Ballistas as a separate unit, and the increased limitations of spellcasting (while previously available for any town, most town spells were made exclusive to each town).

Eventually, Heroes V disregarded almost all new features of Heroes IV, reverting to Heroes III-style gameplay, but then the game was criticized for the removal of useful features like caravans and flaggable windmills and water wheels. Later some features, such as caravans, were revived in Heroes V's expansion packs.

Town alignments

The nine town alignments of Heroes of Might and Magic III: Complete have been reduced to six. Five of these alignments correspond to a particular type of magic (life, chaos, nature, death, and order). The sixth alignment (might) emphasizes physical combat over magic. Another change is that not all the creatures aligned with a town are possible to recruit from it due to there being no way to build certain creature structures in towns (for instance, the peasant's dwelling can only be found on the main map.) Each town provides four levels of creatures. Two types of creatures of the first level; for levels two, three and four only one type of creature dwelling may be built depending on the choice of the player (Nature towns may recruit extra creatures apart from the four levels via the Creature portal).

  • The Haven town is aligned with Life magic, is composed mostly of humans and makes its home on grass terrain. The creatures that can be hired are, in ascending order of level with two creatures per level, Squire, Crossbowman, Ballista, Pikeman, Monk, Crusader, Champion, and Angel. The level 1 Peasant is also associated with life.
  • The Academy town studies the magic of Order and are native to snow terrain. The monsters available are Halfling, Dwarf, Mage, Gold Golem, Genie, Naga, Titan, and Dragon Golem. No other creatures are associated with order.
  • The Necropolis is aligned with Death magic and live upon volcanic terrain. The creatures available are the Imp, Skeleton, Cerberus, Ghost, Vampire, Venom Spawn, Bone Dragon, and Devil. The level 1 Zombie, level 2 Gargoyle and Mummy, and level 3 Ice Demon are also related to death.
  • The Asylum is native to swamp terrain and studies Chaos magic. The creatures that can be hired are the Orc, Bandit, Medusa, Minotaur, Efreet, Nightmare, Hydra, and Black Dragon. The level 1 Pirate and Troglodyte and level 2 Evil eye and Troll are also connected to chaos.
  • The Preserve allies with Nature magic and is native to grass terrain. The creatures are Sprite, Wolf, Elf, White Tiger, Griffin, Unicorn, Faerie Dragon, and Phoenix. It has no "unbuildable" creature dwellings, but only because the "Creature Portal" (a special building) allows you to get 8 creatures: the level 1 Leprechaun, the level 2 Satyr, the level 3 Earth Elemental, Fire Elemental, Water Elemental, and Air Elemental, the level 3 Waspwort, and the level 4 Mantis.
  • The Stronghold is based primarily on Might, rather than magic, and makes its home on rough terrain. The creatures are Berserker, Centaur, Nomad, Harpy, Ogre Mage, Cyclops, Thunderbird, and Behemoth. The special creatures are the level 2 Mermaid and the level 4 Sea Monster, and they have no dwellings.

Expansion packs

The Gathering Storm box cover
Winds of War box cover

Two expansion packs were released for Heroes IV: The Gathering Storm (2002) and Winds of War (2003), both for Microsoft Windows only. The Gathering Storm offers six campaigns, more than 20 maps, 16 additional artifacts, four new creatures, and a multiplayer update. Each of the first five campaigns features a new specialty hero. The Gathering Storm also features an upgraded editor, which allows full access to new heroes, adventure objects, artifacts and creatures. A new music soundtrack is also included.

Winds of War introduces three new creatures and six new campaigns, which collectively tell the story of the invasion of the kingdom of Channon by the leaders of its five neighboring kingdoms. Winds of War was the last installment of the entire Heroes of Might and Magic series to be developed by New World Computing. Afterwards, the bankruptcy of the 3DO Company led to the sale of the Might and Magic franchise to Ubisoft.

Notes and references

  1. ^ Chris McVeigh. "Heroes of Might and Magic IV: New Heroes for a New World." November 2002. Apple - Games. Last accessed on 21 January 2006.
  2. ^ Rocco J Carello. "Macintosh Heroes of Might and Magic." 3 May 2004. Last accessed on 21 January 2006.
  3. ^ Harukaba. "Heroes of Might and Magic IV → Overview." 12 May 2005. Celestial Heavens. Last accessed on 21 January 2006.

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