Posted March 29, 2018
Let’s 1st get this out of the way- I’m a veteran of tactical TBS games. It’s one of my favorite genres. I’ve completed classics like FF Tactics, Vandal Hearts, full campaigns of Panzer Corp and Allied Corp, and a slew of turned-based JRPGs...etc. I say this not to brag (a lot of people completed those games too). But the point is, I’m no slouch. And here’s the thing; HOMM3 might be the best I’ve seen yet, even after playing it for just 1 week. And maybe my inexperience with the game could be the issue, but some of the rules and game-play mechanics just don’t make any sense. Ya know what game comes to mind? - “Divinity: Original Sin” (one of my all-time favorites). From the very start, you get full control to create your two characters. It took me an hour at least.
HOMM3 starts the campaign out with one hero- Christian The Knight, no choice. No choice of difficulty settings. During the campaign, you flesh out your heroe(s) with spells and secondary skills that get thrown at you AT RANDOM...again no choices. Well, actually there is a choice - between Basic Navigation and Basic Learning...really, that’s just what my knight needed. Now, don’t get me wrong, I understand this is an old game and games have come a long way since then.
I guess I’m just used to having full control. In Allied Corp (I believe it’s Slitherine), OMG, in prep. for the next mission, I’d spend 15 minutes deciding on what I should invest my prestige points on: upgrading units, buying more tanks or artillary, no, I got it - more air support!
But back to HOMM3, I’m currently on the 3rd mission - “Griffins Cliff”. According to a couple of strategy guides, it is advised in the beginning to split the armies from all of your heroes and give them to your two best heroes. First of all, there are no armies. Hey Richie, remember all those great creatures and artifacts you had from the last mission...see ya!
WHAT? Secondly, it is then advised to head straight to the underground (with your two heroes) to take out the three towns the orange enemy hero currently has control of. In that way, the orange enemy can’t build other strong heroes. Makes sense I guess. Except for two main problems: 1) My two heroes took out the three towns, (but lost some troops). After that then what? You can’t leave them there, they’re your two best heroes. But if you leave, asshole orange comes back and takes out your new hero that you bought to guard the place...geez! 2) And my favorite bit of advice is to have the scouts that you left upstairs run around and collect resources and build your towns. Well, here we go again. It just so happens that a good portion of the resources are guarded by strong creatures...good luck with dat!
After a few ‘in-game’ weeks of this nonsense (I say nonsense, because let’s face it, I suck!) all hell breaks loose! What seems like a never ending squadron of enemy heroes go from one end of the map to the other as if they were on a flying carpet and one-by-one take out my heroes. NO, Valeska, NO. Ah shit! Screw this!
Before I sign off, let me state another observation that I made about this game that relates to my point in paragraph two.
i’ve watched three separate walkthroughs of this mission on Youtube. In all three walkthroughs the gamers had the same three spells available to them that for the life of me, I still can’t figure out why they have ‘em and I don’t -‘Chain Lightning’,
‘Meteor Storm’, and ‘Fire Ball’ - devastating spells that do area damage to groups of creatures. What?, Was I just unlucky that these spells didn’t endear their randomness to me? It seems the only 3rd and 4th level spells I have are Protection against this, Protection against that. Gimme a freakin’ break!
Sorry for the long post. I am not giving up on this game. It is my new game passion and I will conquer it (or at least win a few campaigns anyway). And I still think it’s awesome and in all my sucktitude, i still think it’s fun. But, I haven’t got a clue what i’m doing wrong. I mean, not a clue! I will have more questions in future posts for sure. More specific ones, like why the hell didn’t the mana vortex give me double mana. And what the hell is a garrison hero? Until then, expert HOMM3 experts, I need your help!
HOMM3 starts the campaign out with one hero- Christian The Knight, no choice. No choice of difficulty settings. During the campaign, you flesh out your heroe(s) with spells and secondary skills that get thrown at you AT RANDOM...again no choices. Well, actually there is a choice - between Basic Navigation and Basic Learning...really, that’s just what my knight needed. Now, don’t get me wrong, I understand this is an old game and games have come a long way since then.
I guess I’m just used to having full control. In Allied Corp (I believe it’s Slitherine), OMG, in prep. for the next mission, I’d spend 15 minutes deciding on what I should invest my prestige points on: upgrading units, buying more tanks or artillary, no, I got it - more air support!
But back to HOMM3, I’m currently on the 3rd mission - “Griffins Cliff”. According to a couple of strategy guides, it is advised in the beginning to split the armies from all of your heroes and give them to your two best heroes. First of all, there are no armies. Hey Richie, remember all those great creatures and artifacts you had from the last mission...see ya!
WHAT? Secondly, it is then advised to head straight to the underground (with your two heroes) to take out the three towns the orange enemy hero currently has control of. In that way, the orange enemy can’t build other strong heroes. Makes sense I guess. Except for two main problems: 1) My two heroes took out the three towns, (but lost some troops). After that then what? You can’t leave them there, they’re your two best heroes. But if you leave, asshole orange comes back and takes out your new hero that you bought to guard the place...geez! 2) And my favorite bit of advice is to have the scouts that you left upstairs run around and collect resources and build your towns. Well, here we go again. It just so happens that a good portion of the resources are guarded by strong creatures...good luck with dat!
After a few ‘in-game’ weeks of this nonsense (I say nonsense, because let’s face it, I suck!) all hell breaks loose! What seems like a never ending squadron of enemy heroes go from one end of the map to the other as if they were on a flying carpet and one-by-one take out my heroes. NO, Valeska, NO. Ah shit! Screw this!
Before I sign off, let me state another observation that I made about this game that relates to my point in paragraph two.
i’ve watched three separate walkthroughs of this mission on Youtube. In all three walkthroughs the gamers had the same three spells available to them that for the life of me, I still can’t figure out why they have ‘em and I don’t -‘Chain Lightning’,
‘Meteor Storm’, and ‘Fire Ball’ - devastating spells that do area damage to groups of creatures. What?, Was I just unlucky that these spells didn’t endear their randomness to me? It seems the only 3rd and 4th level spells I have are Protection against this, Protection against that. Gimme a freakin’ break!
Sorry for the long post. I am not giving up on this game. It is my new game passion and I will conquer it (or at least win a few campaigns anyway). And I still think it’s awesome and in all my sucktitude, i still think it’s fun. But, I haven’t got a clue what i’m doing wrong. I mean, not a clue! I will have more questions in future posts for sure. More specific ones, like why the hell didn’t the mana vortex give me double mana. And what the hell is a garrison hero? Until then, expert HOMM3 experts, I need your help!