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It's a turn-based game, after all. You start Heroes III with a town, a hero and a small army of creatures under your command. There are eight different town types, including castle, fortress, rampart, dungeon, inferno, tower, stronghold and necropolis, each producing seven different troop types from the types available. Start with a rampart, for example, and you can recruit centaurs, dwarves, wood elves, dendroids, unicorns and green dragons. Dungeons are limited to troglodytes, beholders, harpies, medusas, minotaurs, manticores and red dragons.

Heroes come in 16 flavours and range from bog-standard fantasy fare, like knights and wizards, to more exotic characters, such as beastmasters and necromancers. Each town supports only two hero types: ramparts, for example, attract druids and rangers, while castles have knights and clerics. Not that you can't recruit other hero types - it's just that they're less likely to appear.

The most irritating feature is that you have to choose one of the odd pre-defined heroes in the single-player scenarios, rather than being able to 'roll your own'; in campaign mode, you get no choice at all. Whatever happened to role-playing? If you move your hero on to an enemy, you immediately activate the battle screen. Your troops -seven units at most - are set out on one side, witn the enemy on the other, and in the middle are randomly placed obstacles to liven things up.

The fastest troop types move first, and they can either fire ranged weapons or move close up for hand-to-hand combat. Unfortunately, that just about sums up the range of strategies on offer. With seven a side and roughly equal forces, it's virtually impossible to find a winning strategy. If you have more ranged fire units, like archers, you can stand off and whittle down the enemy, but that way you lose more of your own ranged fire units to counter-fire, and these units tend to be harder to replace and recruit.

A hero with good combat spells can make a small difference but, in the end, the battles rely on luck more than skill. As always, whatever gods there are in the Might And Magic world are on the side of the big battalions. Finding the right strategy on the adventure map isn't easy, either. You can't build new towns or fortresses, and once you've cleaned up the freebies you can only spread outwards.

There's nothing groundbreaking about Heroes III. Okay, it features bit colour at x resolution, but although there's plenty of detail on the adventure map - and too much animation -it still looks somewhat dated.

Mind you, it does have two levels the surface and the underworld which adds to the variety of the gameplay. The big changes from Heroes 2 are to the game system itself, where there are bigger maps, more unit types, more spells and improved combat. Existing Heroes fans will be well chuffed. For many strategy gamers, it will seem inflexible and a bit too shallow, especially when compared to other games on the market.

And while it's often compelling enough to force us into 'one more turn' mode, I just can't for the life of me work out why. When you start a game, you usually find yourself with a hero, a town and some troops. The first thing to do is explore the area and grab whatever resources and buildings are within easy reach.

Your hero, a knight, has 80 pikemen and 4I archers, so he's well-equipped to take care of himself. Note the four ships, which can be used for transport. When your hero has finished moving, go straight to the town screen. Each building in the town has a function, and is highlighted when you move the mouse over It You can hire a limited number of extra troops In the town, and another hero or two to lead them.

The more the merrier, because each can explore and Hag' mines and buildings. Level One knight Christian starts with a balllsta and a healing tent But he's weak In spells, so you need to send him off to earn experience and improve his performance Most treasure items can be turned into experience, and entering some buildings gives you extra skills or bonus experience It's a good idea to let only the main man enter buildings and interact with neutral creatures, as he then gains the points.

Some heroes should be hired just for exploring at first You can always develop them later if needed. So what's changed since then? Well the answer to that is actually sod all.

In all fairness this is really an add-on pack to the original, although has included the original game with it, so if you didn't give it a try last year then you can now. However, we were expecting a bit more. It has been over a year since the first release, and the only difference we can see between the first release and this one is a few new backgrounds. The gameplay is identical and the graphics are virtually unchanged.

The resource management system is also identical to the earlier incarnation. Simply grab gold and resources, upgrade your cities, get new troops and fight. No big shakes either. But this is now too little too late for die-hard fans although any fix has got to be a good thing. Games such as Panzer General 3D have demonstrated what turn-based strategy games can do, even on lower-spec machines. Graphics and gameplay have moved on apace and this game now looks quite dated.

It is not all doom and gloom, though. The game is still as frighteningly addictive as ever, and 3DO has definitely made it a lot more difficult this time around expect numerous curses when you get defeated in a dead-cert win situation. It's also priced at under 20 which means it isn't going to break the bank either.

Want more of the same? Give it a go. For the convenience of the readers, this review has been divided into two sections: one for those who played Heroes of Might and Magic II and one for those who didn't. For those who did: Same game, more stuff, better graphics, get it if you're itching to play Heroes again. Now for those who didn't: I would love to be in your shoes.

I mean it -- I envy you. You have the opportunity to play a stunning game that has been lovingly polished over four iterations King's Bounty was the original, for those who can count to three and has resulted in a gem that will steal nearly as many hours from your life as the original Civilization did. In Heroes of Might and Magic III HOMM3 you hire heroes to represent you and lead your forces across the map to accomplish your goal whether it be to eliminate your enemies, find a treasure first, or simply gather enough creatures or resources.

Your heroes must explore the map, eliminating creatures that block your path or guard the way to the various sites of interest, most of which give you gold, resources, useful items or experience. Heroes also gain experience by winning battles against the opposing heroes, and in this game experience is key. Gain enough experience and you increase your hero's level which grants an increase to one of his primary attributes: attack, defense, power, or knowledge.

These attributes increase the attack level of his troops, their defense level, the effect of the hero's spells, and the number of total spell points, respectively. When increasing levels, a hero also gains additional skills which help specialize the hero as a spell caster, explorer, siege master, sailor, or pure fighting machine.

Heroes, however, don't fight in battles directly, other than casting spells to aid their troops or damage the opposing side. They lead troops of other creatures, up to seven different types per hero. When battle is begun, the view shifts from an overhead world view to the side view combat screen. Combat takes place on a hex grid and a single graphic represents a stack of each type of creature.

So, for example, the parameter Magic Power increases the power of spells, and Knowledge increases the amount of mana of units. With Defense and Attack, armor and impact power increase, respectively. In addition to the 4 main parameters, the hero has 8 secondary abilities that can be learned at the same time. In addition to combat skills, among the 8 secondary skills, there are also neutral skills that improve some of the character's features. For example, "Logistics" increases the distance traveled by the hero in one turn, and "Diplomacy" allows you to recruit neutral creatures for service..

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