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Review by: Chris Harding
Published: February 2, 2000
The success or failure of any expansion pack is dependant on a number of variables. When evaluating one, it’s important ask a few pertinent questions. One, is the original title truly deserving of an expansion pack, and if so, then does the add-on offer significant value and additional gameplay beyond what was offered in the first? Finally, is the gameplay enhanced by new features, ones that not only bring the original title up to date? It’s no secret that I find most expansions to be more like a diet soda–a skimpy version of the real thing that offers a bad aftertaste and little benefit to its overall intent. But that’s not to say all add-ons are doomed to failure, rather that by design they must not only live up to the predecessor, but expand upon it. Arguably one of the most successful expansion packs of all time was New World’s add-on to Heroes of Might and Magic II, The Price of Loyalty. They followed-up that title up with Heroes III which garnered an Avault Reviewer’s Choice Award. With such a pedigree, it’s no surprise that 3DO decided to continue the franchise and release Heroes of Might and Magic III: Armageddon’s Blade.
Armageddon’s Blade‘s story picks up at the end of Heroes of Might and Magic III. Erathia has been restored and Queen Catherine now rules in peace. Peace however, is precious and an eternally rare commodity. Many unanswered questions surround the death of Eeofol’s King Xenofex, Erathia’s neighbor. Their new ruler, Lucifer Kreegan, is rumored to be seeking Armageddon’s Blade, a legendary weapon thought to have the power to set the world on fire. The demon monarch, Lucifer, seeks to control that weapon for purposes of evil and destruction. In a surprise move to counter Lucifer’s intentions, Queen Catherine and King Roland break the peace and declare war on Eeofol. Their attempt, to dethrone King Lucifer and thwart his plans to construct and control Armageddon’s Blade, rests in your hands.
One of the many surprises I’ve found from Armageddon’s Blade is how unlike it is from its forefather. HOMM3 had multiple campaigns, but they were all tied together with a common goal–the restoration of Erathia. In Armageddon’s Blade, there are six stand alone campaigns, each comprising a completely different story. These campaigns are Armageddon’s Blade, Dragon’s Blood, Dragon Slayer, Festival of Life, Playing with Fire, and Foolhardy Waywardness. Each campaign has a hero or heroes around which the scenarios revolve. Besides Queen Catherine and King Roland, you will meet Lord Haart, Sir Christian, Mutare, and Dracon, to name a few. The sixth campaign, Foolhardy Waywardness, is actually a prequel to the restoration of Erathia and is championed by Sir Christian. The heroes, like in previous games, comprise a variety of races, including lich, ogre, efreet, elf, dwarf, genie, and human.
In terms of features, Armageddon’s Blade brings to the table a few spiced up dishes and some never before tasted treats. In addition to the six new campaigns, the expansion adds 38 stand-alone scenarios, giving even an ardent fan a surefire feast to consume. The most notable of the new additions is a new type of town, the Conflux. The Conflux brings with it a multitude of new buildings to construct and many new units to breed. These new warriors include pixies, sprites, elementals of all types–including air, magma, storm, ice, magic, energy, earth, water, psychic and fire–and the resurgence of firebirds and phoenix, which were notably absent from HOMM3. While the wyverns and griffins in HOMM3 were nice, they could in no way compare to the power and grace of the phoenix, and it’s nice to see her back. In addition to new units, the Conflux introduces two new types of heroes–the planeswalkers and the elementalists.
As for gameplay changes there are a few, but nothing drastic. It is now possible to continue making lesser units or creatures, even after you have upgraded a corresponding building. At a glance, this doesn’t seem to make a whole lot of sense. Why make a firebird when you could have a phoenix? Upon closer inspection, however, the reasons become clearer. How many times have you wanted to recruit units only to find you didn’t have enough resources to do so? If the units didn’t cost as much, that problem wouldn’t arise as often. Futhermore, it is illogical to not be able to make a lesser unit when you already have the building constructed. Another addition is the ability to use units to guard mines, which adds an element of strategy and fills a loop hole in the preceding offering. Resources are important to your success, and having the ability to guard those resources is a welcome addition.
The multiplayer aspects of Armageddon’s Blade have been expanded with the addition of a random map generator. All you need to do is set your parameters and it does the rest. If you prefer, you can always use the map editor and create your own scenarios from scratch. Once a map has been created, you always have the option to go back in and fine tune its features with the editor. Probably the coolest addition is the campaign editor, which allows you to build your own campaigns. You can connect multiple maps and scenarios, create a storyline complete with objects and options, even cinematic sequences that carry across the scenarios. If you ever were disappointed by completing the game and not having any more, Armageddon’s Blade will give it to you.
Having spent considerable time with HOMM3, and now doing the same with Armageddon’s Blade, I believe they make a very complete gaming package. There are not enough new features to call out turn-based strategy fans everywhere, and the actual enhancements are also not very substantial. However, there was little wrong with HOMM3, and while in most cases, more of the same won’t equate to a successful add-on, here it does. Armageddon’s Blade is true to form, it doesn’t pull any rabbit punches or offer silly science fiction towns. It maintains its heritage and holds true to form, thus ensuring a positive response from HOMM fans all over the world.
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