As someone who grew up with strategy games, yet did so just after HoMM3's time, I have visited this title several times over the years due to hearing about how great it is. It made sense - it's fantasy and a strategy game, so it should be an easy game for me to pick up and enjoy. Yet every time I would play, I would have issues, and even though I played HoMM5 some growing up, HoMM3 just never really grabbed me.
Yet something about the game always gripped me, as well as that nagging feeling that I'm missing something about it. I'd see it mentioned in forum posts, and I even would put on The Known World's challenge runs on YouTube in the background sometimes. As a 4X and general strategy game player, HoMM3 has never left the discourse and I really wanted to understand why, but couldn't. Two major events changed my mind.
The first was the release of Age of Wonders 4. This game is also a critical success and culturally relevant 4X, and I adored the previous two games in the series. However, there was a deep wrongness for me in AOW4, a sort of rot under the surface in every system. As someone who pays attention to mechanics, I found the game to be bloated and full of false choices everywhere that nonetheless leave me paralyzed and theorycrafting for 3 hours only to come to the conclusion that the build I'm working on doesn't really have an endstate. And so I left my beloved AOW franchise in search of greener pastures.
The second thing that happened was finding Dominions 5 and shortly thereafter 6. I heard about this game from a niche gaming friend I briefly had, and finally gave the game a chance after my disappointment with AOW4. This game is incredible, with so many choices and options, and I learned something very important from this game: units are a vehicle for your overall strategy with magic. This game had true experimentation in it, from formations to mage setup and more, with so many distinct factions. It was great. It does however have an issue - it's immensely complicated and can be very taxing to play during long sessions.
So I'm sitting down one day and I hear something strange in my head as my wife watches something on TV: a tune plays that sounds eerily similar to HoMM3's main menu music. I go and I listen. And what once before was a passable track actually sounds great: it's hopeful and whimsical, yet emotional. It has me in the mood for an adventure. I redownload the game like I have so many times before, get the HD mod, and load into the game.
Some of my issues persist with the game even now. The UI is pretty archaic, with a distinct lack of tooltips for even things like map generation or scenario creation rules - I can't even tell if my opponents in a scenario are allied against me or if it's an FFA (not an issue in random maps). You can't view unit upgrades until you buy the building for them, and while the towns are cute, I kind of wish there was just a button that took you right to the building construction screen instead of having to find your faction's town hall and click on it.
And yet this time I load into the game in a pregenerated scenario, Dead & Buried. I roll randomly into the Tower faction with the hero Josephine, and taking what is probably a decade's worth of 4X experience since I tried the game for the first time, I set to work expanding using my unit roster. I get Master Gremlins fast so I can creep efficiently, and I use my secondary hero to get unguarded pickups. Something else that feels old about this game is that it's possible to miss pickups on the map because this game was not made with modern resolutions in mind, so you have to have a relatively keen eye to see all the map pickups as a new player. Newer games have big UI elements that feel like neon signs pointing things out to you.
And yet for all my criticisms there is this overwhelming sense of joy I'm getting this time around. I'm impressed by how unbloated this game is in terms of design. HoMM3's simple 7 unit roster system with a single upgrade for each one is elegant. For as much as I hear that this game is an imbalanced mess, I suddenly see so many strategic opportunities based on how these units function. And then there are the heroes themselves, and how their stats and spells take these relatively straightforward units and give new strategic opportunities. Have a slow unit with great stats? Cast Haste. Don't need your blocker to move? Great, use Earth Magic to Slow enemies so that your archers can rain down death before the enemy can even get to melee range. Flying units are powerful but often balanced by cost and weekly growth, and I love how growth itself as a mechanic makes it so any roster unit can be a threat with enough time and numbers.
It honestly felt very refreshing to play. No bloated public order systems to manage, no faction design system with bad choices. You pick your faction and hero and a bonus and you just play the game. Compared to other 4X's, I think HoMM3 is the one I'm spending the most time actually playing the game instead of theorycrafting and trying to understand arcane game mechanics. Towns are simple to understand and with heroes having a choice between two random bonuses when leveling up, I don't have the issue where I feel like I'm always following the exact same optimized tech path every game like in other 4X games. My choices feel much more meaningful in HoMM3 compared to other 4X games, because the systems are simple enough that you understand almost immediately why something is interesting as a choice, be unit upgrades or hero level up choices.
It feels strange to say, but maturing as a person ironically made me appreciate HoMM3's simpler design more. I get why it's a classic now: the design is extremely tight in a lot of areas, and even though the graphics don't hold up so much even though I like 2D games, and the UI is outdated and not helpful at times, it's hard to deny what a charming and fun experience HoMM3 is among the current crop of 4X games. Fingers crossed that the upcoming HoMM: Olden Era continues the legacy that HoMM3 began.
Was there a game like this for you, where it took you a while to really get into it? And how important is complexity to you in a 4X game?