Future Publishing


Might And Magic III: Isles Of Terra

Categories: Review: Software
Publisher: U. S. Gold
Machine: PC (MS-DOS)

 
Published in Ace #055: April 1992

Might And Magic III: Isles Of Terra

"By my mighty sword of Zorak, I, Hagor Dragonbone, must smite the evil doom-legions of Krynn before the alignment of the six moon-worlds!" Yes, well, you get the general idea. Might And Magic III is yet another delve into the much-explored realms of FRP gaming, this time coming over as a cross between Dungeon Master and The Bard's Tale. Is it just me or has the whole FRP genre been done to death so badly that there's just nothing new any more?

This third Might And Magic outing would seem to support that argument, as apart from some very flashy VGA visuals and soundboard sonics, there seems to be very little new or interesting on offer, except maybe for that ever-persistent fraternity of die-hard RPG fanatics.

As you'd suspect, the scenario is about as hackneyed as one is ever going to get, with some claptrap about returning the Ultimate Power Orbs (mmmm, yes!) to the King. What that involves is selecting a part of dwarves, orcs, heroes, warriors and all that, and then wandering about fighting with dragons, collecting treasure and picking up clues.

The game itself actually is very pretty, but for the most part the adventuring is pretty slow and insubstantial. Considering, however, how conditioned FRP gamers have become, I doubt that anybody who's likely to buy it will be disappointed by what they find.