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It's probably a good thing that New World Computing's Crusaders of Might and Magic is so short. In its 10 to 12 hours of gameplay, you get a glimpse of its basically good intention: to enrich the third-person action genre with some role-playing game conventions such as evolving character stats, spell casting, and questing. However, if the game were any longer, you'd start getting really tired of its numerous shortcomings and even more frustrated that its good ingredients are only half-baked. While it's set in the interesting Might and Magic fantasy world, Crusaders can't actually bring itself to tell much of a story. The hero Drake is supposed to have witnessed the death of his family and town at the hands of the evil lord Necros and his Legion of the Fallen. But as is too often the case in such games, you're left to read about these preambles in the accompanying manual rather than actually seeing (or maybe even feeling) their impact in the game itself. The Drake you do get to play delivers an occasional wisecrack but develops very little as a character. The game starts as Drake feels himself drawn to a flying city and its leader Celestia, who signs him up as a crusader and sends him off on a series of several predictable miniquests through equally familiar environments. Drake traverses a dark forest, an elven mine, an ice world, and eventually a stone stronghold as he rescues royalty and recovers lost artifacts, all of which leads up to his final, predictable meeting with Necros himself. Although the designers have filled some of the areas with the usual RPG cast of townspeople, unfortunately they have little to say and little bearing on the game itself. The gameplay engine is more promising than the story. While it isn't especially detailed or complex, Crusaders does accomplish what many other third-person games don't, and that's to achieve a smooth sense of movement. Drake has an engaging, fluid stride. That's a good thing, because the paths to and through the five major environments are extraordinarily, inexplicably long. You will spend tedious stretches of game time just sprinting between areas. Speed potions and level-ups quicken the pace a bit, but still leave you with plenty of time to wonder what the designers were thinking when constructing the game's endless paths. When you finally get into combat, the engine performs well enough. Like Lara Croft, Drake climbs, jumps, and does evasive flips, though not as gracefully as Lara does. Until Drake acquires a bow later in the game, his arsenal includes axes, swords, and various bludgeons, all of which he wields adroitly. Running overhead swings, lateral slices, and even crouching lunges are possible with the right key combination. Drake's menagerie of enemies, mainly undead skeletons, ogres, and diverse yeti, are not especially smart, but some of them use their shields very effectively, as should you if you hope to survive. The combat does start piling on noticeably midway through the game, which usually forces the hero to fall back and devise a spell-casting strategy. At its best, the combat engine allows for some fun swashbuckling as you spear your way up and down stairwells or dispose of a line of foes with leaping overhead chops, but the magic system actually gives the game some tactical depth. Ten spells, such as healing, fireballs, freezing, and lightning, all have three levels of power. Both the visual and actual effects of the spells are quite good. For instance, a spectral ally spell casts a protective shield that holds off enemies while you fall back and fire away. Snap freeze and glacial prison spells encase foes in nicely detailed ice blocks while you chop away. Of course, mana fuels these powers, and it recharges itself during Drake's long-distance runs. The only problem with the magic system is its cumbersome interface, which, as with Drake's weapons, requires you to cycle through a growing arsenal before settling on the right one. Doing so can be frustrating or even deadly in the heat of battle. There also seemed to be some bugs in the combat system, which caused the game to crash occasionally. Brevity and the basic competence of the combat engine keep Crusaders on the borderline of fun. Role-playing game fans, especially followers of the Might and Magic series, will throw up their hands in dismay at Crusaders' failure to make much of anything out of the plot and character. Finding half a dozen objects and people and then going to fight the boss is all that passes for a story arc in the game. There are no surprises, no substantial character growth or interaction, and no nuance to any of the quests. Occasional bits of dialogue even satirize the role-playing game format a bit. "It's always something," Drake quips when he discovers that rescuing a dwarf prince isn't enough to satisfy one early quest. You'll wish the designers had employed some of that self-awareness in other parts of the game. The loneliness of the long-distance runner sets in as Drake must perform marathons just to reach the few goods shops and trade in what he scavenges from fallen foes. Character attributes like speed, intelligence, and spell resistance are in the game, but it's unclear whether specific actions boost them as you proceed or all stats just increase predictably whenever Drake levels up. In addition, the graphics engine is only decent. The blurry textures and exposed seams wouldn't be so bad if some attempt had been made to lend the environments a little atmosphere. Instead they look like blocky B-movie sets. And aside from the spell casting, nothing interesting ever happens visually. Essentially, you'll spend much of your time in Crusaders of Magic and Magic just watching Drake wiggle down boring paths as you contemplate all the ways in which the game should have been better. A smidgen of plot and character development, a pinch of real puzzles or surprising encounters - anything of the sort could have spiced the mix to a more tolerable blend. But Crusaders seems to fall into a growing category of game, which is basically inoffensive and even competent at times but offers no compelling reason to keep playing. Crusaders fails to execute its good premise in such obvious ways that it'll leave you frustrated and wondering at exactly what point a fine idea becomes mired in blandness. -- Steve Smith -- Copyright ยฉ1999 GameSpot Inc. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission of GameSpot is prohibited. -- GameSpot Drake--a loner toughened by exposure, hardship, and a life of fighting the scourge that destroyed his family as a boy--is swept up into the midst of a new crusade. He must join the High Guard as they try to rid the lands of the Legion of the Fallen. With swords and sorcery, Drake must fight his way through five distinct realms. From the spires of the Citadel to the murky depths of Duskwood, Drake runs, jumps, ducks, fights, and casts spells as he becomes ever more powerful. He must eventually challenge the leader of the dead army himself. Review: Did not work - Contacted seller for support. Seller promised to get back to me on Monday but did not. Not happy. Review: Not Compadable on windows 10 but it does Have an Audible soundtrack - Even though Crusaders of Might and magic does not work on windows 10 but it has and Audible soundtrack
S**H
Did not work
Contacted seller for support. Seller promised to get back to me on Monday but did not. Not happy.
J**N
Not Compadable on windows 10 but it does Have an Audible soundtrack
Even though Crusaders of Might and magic does not work on windows 10 but it has and Audible soundtrack
I**I
The reincarnation of an adventurer...
The game was good in most places - I had enjoyed it earlier (you can see my review of this game in the PS section), and when I bought a new computer, I tracked and bought this game. I had so many good memories of this game, so had a hard time waiting for the CD to arrive. The game play is so-so (barring the first introductory cinematic) until we get to the first mission and reach the catacombs, which is when the actual adventures begin. The journey through the catacombs is a thrilling portion of this game and no matter how many times I play, never get bored. Some of the challenging episodes in this game are - the stronghold, the land of the ice giants, the land of dwarfs, to mention a few. The stronghold provides ample opportunities to guiltless gore, with its diverse NPC demons and monsters. A good trick in the stronghold (and in many other places) is to turn one type of monster against another, and watch them fight each other to death. After each mission, you go back to the queen, to get the next mission's objectives, and that can be done only if you go through the catacombs. But the game doesn't become boring because of this, since the experience differs each time - each time you pass through the catacomb, the NPC's are different in types, capabilities, powers, speeds, weapons, and weaknesses. So there would not be a single point in the catacombs, anytime, when you would feel alone. And each time, you will pick up a new set of spells (and some of them are so cool that you can't wait to use them on the next demon you encounter). But a caution of note though - not all spells work on all types of demons - use a 'Soul drinker' spell on a giant, and you can ' suck ' their life, but use it on a skeleton, you would actually ' lose ' your life, since the magic works in the reverse, and the skeleton sucks the life from you - doesn't that show real thought from the designers? Well, that is what makes the game more challenging and fun. Even though the challenge is exhilarating at times, all that is required from you is to remember the combination - Right mouse click + Left mouse click - block and attack. Do this over and over and you can defeat almost anyone (but beware of the ice giants though, they have immense power, and cannot be harmed easily - using soul drinkers on ice giants is a good idea). The other cool thing about the computer version is the setup files in the script folder. You can actually edit the files and change the characteristics of Drake, like his speed, power, and resistances. The weapons can also be configured - the files are easy to understand and update. Once this is done, the game has to be restarted for the changes we made to take effect. The best features I liked to change were Drake's speed, the fireball spells effectiveness, and the light spell's duration and area of coverage. The game play never slowed down after that. In fact, increasing the speed helped me tremendously in the duskwoods and in the land of the ice giants. To summarize, it is interesting almost all of the time, and the graphics are pretty ok for a RTS game. If you are the kind of players who would rather fight with swords (various types, including boomer axes, which return to you after hitting the target), hammers, halberds, maces, shields (the shield-rush can be used inflict damage to your enemies), magic (and there are many items you can pick-up in this category), rather than picking up guns and nuking your enemies, well, this game could be for you. I liked such games, and now that I have the PC version, there is no dearth of fun-time with the Crusader(s) of might and magic.
R**J
Dungeons, ghosts, monstors and magic
A wonderfull game on which I have spent over 20 days with my son. This is a great game of action/skill and to some extent strategy. It is about getting Drake to do assignments for the princess which involves fighting with deamons, ghosts and monstors. it requires patience as well as exploration of as only with exploration one gets all the new magic spells and weapons with which Drake is ablle to fight the enemy. It is a long game and requires about 30 to 40 hours to complete. The graphics are good, the music is excellent giving a sureal feeling to the game. The game is highly addictive and fun as one is kept guessing througout all the assignments with new monstors locations and spells. One realy great game does anyone know if there is a follow up to this one.
R**N
Crusaders (3DO has Done it Again)
Crusaders of Might and Magic within an hour of playing i hadnt gotten very far which is good its challenging but not too difficult i like the roll playing aspect but graphics need a little work the questing idea is great and Clestia at the begining sort of giving you a tutorial is wonderful i would give it a 4 on a scale of 1 to 5. Ryan
F**D
its anice game
but it doesnt give you more clues,like im suppose to retrieve something from the duskwoods but i cant find the bragands so i need some tips from anyone who has played it
Trustpilot
2 days ago
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