Heroes Chronicles: Angelic Alliance

I’ve just had a bit of a relief. Back in map 3 of Conquest of the Underworld, there’s a scripted event wherein someone advises Tarnum to keep a certain enchanted helm, sword, and necklace on his person at all times. This was worrying because I had only found the helm and the sword. Had I missed the necklace? Would I have to start over yet again to find it? Looking at saved games from the previous levels, I found that I had done a pretty thorough job of searching them, and thus I plunged ahead. It ultimately showed up on the fifth of the game’s eight maps.

I’m guessing that the misleading text there is a holdover from an earlier draft of the plot, one where things happened in a different order. The helmet, sword, and necklace referred to are pieces of a six-part ensemble called the Angelic Alliance, one of the uniting features of the campaign as a whole. Each piece is a powerful stat-booster in its own right, and apparently obtaining the full set makes you even more ridiculously buff. Each map except the first and (I assume) the last contains one piece.

Now, there’s a long history of this kind of synergetic uber-outfit in CRPGs — Wizardry 2 may have been the first to do it. And it’s a pretty good fit to RPG-like gameplay. But Heroes isn’t a RPG. At least, it claims to be a strategy game, and it’s hard to see how the Angelic Alliance can avoid exacerbating a problem endemic to hero-stack-based strategy games: that the strategy tends to devolve into just putting all your troops and magic items and so forth onto one hero and sending him on a rampage. Being able to simply overpower your opponents is anathema to actual strategic thought.

It all comes down to the positive-feedback problem again. Even without the power duds, the three heroes that I’m allowed to bring with me from map to map have stats well above the norm for their experience level, due to having gone through five maps worth of permanent upgrades. The same thing happened when I played the first Heroes Chronicles episode, Warlords of the Wasteland. I responded then by turning the difficulty up, and I’m doing the same thing now.

But really, it’s like the designers don’t see it as a problem. They embrace it, encourage it even. Not only have they designed the whole campaign around an opportunity to turn Tarnum into an unstoppable badass who can take down a demon horde with a handful of pikemen, they actually have that NPC I mentioned in the first paragraph. Just in case you decided to spread the stat boosts around among your heroes, he’s there to tell you that you’re doing it wrong.

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