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
| Platform | Released | Publisher |
|---|---|---|
| MS-DOS | 1991 | New World Computing |
| Amiga | 1992 | New World Computing |
| PC-98, FM Towns | 1991–1992 | StarCraft (Japan) |
| Macintosh | January 1993 | New World Computing |
| PC Engine Super CD-ROM² | 29 October 1993 (Japan) | Hudson Soft |
| Mega-CD | 26 November 1993 (Japan) | CSK Research Institute |
| TurboGrafx-CD | 1993–1994 (North America) | Hudson Soft |
| Super NES | January 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.