The background music and sound effects are all top-notch, but also repetitive. The monster animation is very limited and not as detailed as it was in M&M II, and the graphics window could have been a lot bigger. Most of the walls look too similar, which can be confusing if you don't know what direction you're facing. The graphics are good, but perhaps a bit repetitive. Along the bottom of the screen are at-a-glance color bars to show the conditions of your party members. To the right of the smallish game-view window is a series of icons that let you put your party to sleep, cast Spells, look at the map, and many other functions. When you first play the game, the icon-based visual control system is very confusing, but after a few hours it becomes intuitive. The interface and commands used to interact with the game are honed to a point and are totally comprehensive. The game is very heavy on the fighting side and light on dialogue and role-playing, but the combat system is fairy well-done. The trek will also take you into encounters with endless enemies of all kinds, from Castle Guards, Skeletons, and Vampire Bats to Goblins, Piranhas, and floating faces called Screamers. There are multiple missions and subplots, so you don't have to explore all of this fairly challenging game. You start this all-new adventure in a land called Fountain Head, where you search for the standard RPG goodies: Cold, advanced Weapons, Gems, and Spells. It doesn't add much in the way of graphics and sound, but the new icon presentation and longer quest are good additions. Might and Magic 3 is a worthy sequel to its SNES predecessor. The latest and probably greatest in the series, Might and Magic III, will undoubtedly bring on that grin. Mention the words "Might and Magic" to a hard-core role-player with a taste for mazes and an appetite for combat, and you'll see an ear-to-ear grin that threatens to make the top of their head fall off.
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