History by Corak the Mysterious

Might and Magic III: Isles of Terra

Edit Summary: Game overview with inline citations from many sources (history, releases, setting, gameplay, reception).

Might and Magic III: Isles of Terra (1991) took the series from text screens to a full-colour, mouse-driven world: 256-colour VGA graphics, sound-card music and digitised speech[1][1]. A new party helps the Guardian Corak stop Sheltem on Terra, Sheltem's homeworld[1].

Development

  • Designed and directed by Jon Van Caneghem with Ron Bolinger, Mark Caldwell and Eric Hyman; Mark Caldwell led the programming[1][1].
  • It was built for MS-DOS rather than the Apple II[1]; a costly venture into board games was a big part of why it slipped to 1991[1].
  • "It was a very conscious decision to make big innovations in MM3," Van Caneghem said; it was the smallest seller of the series but won more awards than any other[1].

Releases

PlatformReleasedPublisher
MS-DOS1991New World Computing
Amiga1992New World Computing
PC-98, FM Towns1991–1992StarCraft (Japan)
MacintoshJanuary 1993New World Computing
PC Engine Super CD-ROM²29 October 1993 (Japan)Hudson Soft
Mega-CD26 November 1993 (Japan)CSK Research Institute
TurboGrafx-CD1993–1994 (North America)Hudson Soft
Super NESJanuary 1995 (North America)FCI

As listed by Wikipedia, NEC Retro and Sega Retro[1][1][1]. A Genesis version was announced but cancelled[1][1]. Isles of Terra was the last game of the series for the Amiga, Macintosh, Sega CD, TurboGrafx-CD and Super NES[1].

Setting

The Isles of Terra are separate worlds that Sheltem drew onto the ocean planet Terra[1]. "Corak's notes" describe every map and serve as the quest log[1][1]. The trail leads to the Pyramids of the Ancients; Sheltem flees towards Xeen with Corak in pursuit, which sets up Might and Magic IV and V[1][1].

Gameplay

  • Five races and ten classes — the eight of the second game plus the druid and the ranger; six heroes plus two paid hirelings[1][1].
  • Save anywhere, for the first time in the series; spells chosen from a list instead of typed numbers[1][1].
  • Monsters are visible from afar and approach in the 3D view, so ranged attacks matter; combat stays turn-based but feels action-like[1][1].
  • Portraits show each hero's condition, and the interface signals danger and secret doors[1][1].
  • Items have random materials and enchantments, and monster camps can be cleared for good[1][1].

Reception

  • Computer Gaming World called it "a stunning new implementation of venerable concepts" and nominated it among the role-playing games of the year[1][1]; Dragon gave it 5 out of 5[1].
  • PC Gamer US placed it 25th among the best games of all time in 1994[1].
  • On consoles it was received more coolly; the Japanese Mega-CD version averages 67%[1].
  • The CRPG Addict gave it 52 out of 100: a good entry in a superior lineage[1].

Re-releases

Part of the Might and Magic Trilogy (1995, with IV, V and Swords of Xeen), the Sixpack (1998) and the GOG 6-pack Limited Edition[1][1]. There was no official Russian release[1][1].

Trivia

  • The pre-made hero Crag Hack is Jon Van Caneghem's favourite Dungeons & Dragons character[1]; the party leader Sir Caneghem is named after the designer[1].
  • A monster is named after the Computer Gaming World reviewer Scorpia[1].

More on this game: character classes, skills and monsters.