In Episode 38 of Critical Moves, Adam and Tim attempt to convince Al that Heroes of Might and Magic is worth his time. Despite their enthusiasm for this 30-year-old strategy series, Al remains skeptical. The conversation reveals why Heroes remains Poland's unofficial national sport and explores the upcoming Heroes of Might and Magic: Olden Era.
Genre Confusion and Core Mechanics
The episode starts with Adam's confusing description of Heroes as a "high fantasy science fiction RPG," which Tim quickly simplifies: "It's Total War, but the battles are turn-based, and there's magic." The series blends empire building, RPG progression, tactical combat, and exploration into one package.
Heroes operates on weekly cycles where players move heroes across maps, gather resources, fight neutral creatures, and develop towns. The key differentiator is randomization - item placement, monster distribution, and resource locations change each playthrough, forcing adaptive strategies rather than memorized build orders.
Combat happens on hex grids where unit positioning and spell timing determine victory. Different unit types bring unique abilities, from archers providing ranged damage to undead factions resurrecting fallen enemies as skeletons.
Heroes III: The Undisputed King
Both hosts agree Heroes III represents the series peak. Its 2D sprite work aged better than later 3D attempts, while achieving the right balance between complexity and accessibility. The transition to 3D fundamentally changed the experience - where 2D maps displayed hundreds of interactive elements, 3D limitations reduced density and visual clarity.
Adam admits enjoying the widely-maligned Heroes IV for its magic system and campaign storytelling, despite acknowledging it aged poorly. The series became a testing ground for various developers, each bringing different design philosophies that fractured the fanbase.
The Modern Pretender Problem
The hosts discuss Songs of Conquest, a recent Heroes-inspired title that captured the visual style but lacked soul. Tim describes it as technically superior with modern mechanics, yet it couldn't replace Heroes III in his rotation. This highlights the challenge facing any Heroes successor - technical improvements alone can't replicate whatever makes the original compelling.
Olden Era's Conservative Approach
Heroes of Might and Magic: Olden Era represents another attempt to recapture Heroes III's magic. Developer Unfrozen promises a return to series roots while addressing longtime balance issues. The studio has shown responsiveness to community feedback, but Tim wishes for more creative innovation rather than safe iteration.
Adam raises an interesting point about balance versus chaos. Perfect balance might eliminate the random elements that make single-player campaigns engaging. Sometimes unbalanced mechanics create situations that force creative problem-solving.
Why Al Wasn't Convinced
Despite passionate advocacy, Al identified fundamental incompatibilities with his gaming preferences. The open-world exploration and lack of clear objectives didn't appeal to someone who prefers structured experiences. His honesty about disliking fantasy themes and preferring real-time strategy also played a role.
Al's need for direction and objectives clashes with Heroes' sandbox nature. Sometimes genre preferences run too deep for even enthusiastic recommendations to overcome.
The Time Investment Reality
The hosts touch on Heroes' notorious time requirements, particularly in multiplayer where single games can stretch across multiple sessions. This creates tension between the deep strategic systems that make Heroes compelling and modern gaming habits that struggle with such time commitments.
Final Thoughts
The episode demonstrates both Heroes of Might and Magic's enduring appeal and its niche limitations. For players who connect with its specific blend of mechanics, the series offers experiences modern games struggle to replicate. For others, the fantasy themes and open-ended structure create insurmountable barriers.
Olden Era's success will depend on whether Unfrozen can modernize the formula without losing whatever makes Heroes special to its dedicated fanbase. Based on this conversation, that remains an open question.
Listen on Spotify, Apple Podcasts, Amazon Music, or search your alternative preferred podcast provider.
Ahh, we're on YouTube too!

The episode starts with Adam's confusing description of Heroes as a "high fantasy science fiction RPG," which Tim quickly simplifies: "It's Total War, but the battles are turn-based, and there's magic." The series blends empire building, RPG progression, tactical combat, and exploration into one package.
Heroes operates on weekly cycles where players move heroes across maps, gather resources, fight neutral creatures, and develop towns. The key differentiator is randomization - item placement, monster distribution, and resource locations change each playthrough, forcing adaptive strategies rather than memorized build orders.
Combat happens on hex grids where unit positioning and spell timing determine victory. Different unit types bring unique abilities, from archers providing ranged damage to undead factions resurrecting fallen enemies as skeletons.

Both hosts agree Heroes III represents the series peak. Its 2D sprite work aged better than later 3D attempts, while achieving the right balance between complexity and accessibility. The transition to 3D fundamentally changed the experience - where 2D maps displayed hundreds of interactive elements, 3D limitations reduced density and visual clarity.
Adam admits enjoying the widely-maligned Heroes IV for its magic system and campaign storytelling, despite acknowledging it aged poorly. The series became a testing ground for various developers, each bringing different design philosophies that fractured the fanbase.

The hosts discuss Songs of Conquest, a recent Heroes-inspired title that captured the visual style but lacked soul. Tim describes it as technically superior with modern mechanics, yet it couldn't replace Heroes III in his rotation. This highlights the challenge facing any Heroes successor - technical improvements alone can't replicate whatever makes the original compelling.

Heroes of Might and Magic: Olden Era represents another attempt to recapture Heroes III's magic. Developer Unfrozen promises a return to series roots while addressing longtime balance issues. The studio has shown responsiveness to community feedback, but Tim wishes for more creative innovation rather than safe iteration.
Adam raises an interesting point about balance versus chaos. Perfect balance might eliminate the random elements that make single-player campaigns engaging. Sometimes unbalanced mechanics create situations that force creative problem-solving.

Despite passionate advocacy, Al identified fundamental incompatibilities with his gaming preferences. The open-world exploration and lack of clear objectives didn't appeal to someone who prefers structured experiences. His honesty about disliking fantasy themes and preferring real-time strategy also played a role.
Al's need for direction and objectives clashes with Heroes' sandbox nature. Sometimes genre preferences run too deep for even enthusiastic recommendations to overcome.

The hosts touch on Heroes' notorious time requirements, particularly in multiplayer where single games can stretch across multiple sessions. This creates tension between the deep strategic systems that make Heroes compelling and modern gaming habits that struggle with such time commitments.

The episode demonstrates both Heroes of Might and Magic's enduring appeal and its niche limitations. For players who connect with its specific blend of mechanics, the series offers experiences modern games struggle to replicate. For others, the fantasy themes and open-ended structure create insurmountable barriers.
Olden Era's success will depend on whether Unfrozen can modernize the formula without losing whatever makes Heroes special to its dedicated fanbase. Based on this conversation, that remains an open question.
Listen on Spotify, Apple Podcasts, Amazon Music, or search your alternative preferred podcast provider.
Ahh, we're on YouTube too!