Hero’s Hour (pre-release version 1.8.2)

Hero’s Hour is so clearly an homage to Heroes of Might and Magic (HoMM), especially HoMM3, that it’s impossible for me to play it without comparing the two. That’s both a strength and a weakness.

I love HoMM 3. I played so many hours of HoMM3 that it’s been etched into my brain in a way that few other games have matched since. I also played a number of other HoMM games—the first two, as well as HoMM4 & 5—and all of that trained me pretty well in the genre those games pioneered (and which few games have matched before or since). Heck, New World Computing, the makers of the original HoMM games, may have actually trained their audience too well given the mixed reception to their changes to the game for HoMM 4.

What I’m trying to say here is that making a sequel to the Heroes of Might and Magic series, even making an homage to the series, isn’t easy. A number of studios have struggled to do just that, most often creating new games that were mediocre imitators rather than improvements to the genre.

A little history, and maybe some perspective.

After New World Computing disbanded, Ubisoft continued publishing sequels from other developers, with a new developer for each subsequent game. Sometimes they even found a new developer for an expansion. I have no idea what that was like for the teams involved, but from an outside perspective that doesn’t seem like a good sign.

I played a little bit of some of those sequels. They were… fine? None of the ones I played went beyond simply feeling okay, none of them delivered quite the same flavor that pulled me into HoMM 3 and kept me playing it for over a decade. Some of them shared similar points of failure with Hero’s Hour.

This isn’t a struggle unique to those trying to recapture the appeal of HoMM. It’s happened with a number of different attempts to recreate the feeling of other 90s classics (like Master of Magic or Master of Orion). The best sequels and homages to those games that I’ve played all rely on finding some way to distinguish themselves, to be new and different and give themselves a way to excel, while still obviously following in the same vein as their predecessors. That seems like a universal rule for sequels, not only with sequels to these games.

But for whatever reason, most games I’ve seen that have tried to follow in HoMM 3’s footsteps haven’t managed to both recapture the feel and distinguish themselves well.

Sadly, I’m not sure that Hero’s Hour does either. Yet.

First, a caveat: I’m writing about an early version of the game (v.1.8.2). It’s available on itch.io, but isn’t out on Steam or GOG yet. I don’t know what will change with the wider release. Presumably some of the issues I mention here will be resolved. 

Now. Why do I have to compare Hero’s Hour to HoMM?

The game very obviously wants to be recognized by fans of HoMM. The hero attributes are the same, many mechanics are the same, a number of the factions (and the factions’ units) are either the same or within spitting distance of each other. Tromping around the map and upgrading your town is eerily similar to HoMM3 (more on that later), right down to the names, functions, and visual designs of many map locations. It’s all close enough—until you get to combat—that it’s achingly familiar. Familiar enough that I wouldn’t be surprised by an intellectual property lawsuit (though I don’t know who’d win that).

Combat, and the way in which those familiar hero attributes are used in combat, is where things are totally different. Hero’s Hour uses a real-time-with-pause auto-battle system, one that allows you to give commands to your various units, sling spells, etc. That’s a considerable departure from the hex-grid turn-based strategy of HoMM. I actually like how this change distinguishes the game from the originals. But it’s not especially clear to me how to learn the auto-battler’s systems, and it’s not clear I’ll be able to master it in the same way I did HoMM3’s battles. Like HoMM3, the underlying mechanics are a bit opaque; but 23 years have passed since HoMM3 came out, and I have higher expectations for system design and the presentation of information. Also, I want to feel a little less clumsy in the game’s battles. Maybe that expectation of mine, the idea that I might have finer control of the battle, is the problem here: nothing about the game’s battle aesthetics suggests much fine control would be available, as lots of little units hop around cartoonishly and bump into each other in bloody combat.

It’s cute, really. I wish I felt like I understood it better.

It also is unstable. I expect this to be patched out, but the game has crashed several times for me near the start of a battle. More rarely, it’s crashed at other points during the turn. This is a big problem. The game is informal and straightforward enough to keep me playing for a while, but it’s not addictive enough to pull me back in after a crash (let alone several). The game does have a reliable autosave feature, so I’ve never lost too much progress in one go, but I hope the instability is fixed quickly.

Now, back to the map.

Hero’s Hour’s visual design for its maps is fine, but compare it to the rich textures of the games it’s imitating.

This critique in some ways feels unfair to me, but: the visual design for the map feels lackluster. It’s bland. This is made worse by how obviously this game has been built in the image of the old HoMM games, and how it looks when I compare a screenshot of it with a screen from one of the old games. Hero’s Hour wants to remind players of those games (and does!) but its visual design doesn’t stand up to the visual design (or map design) of HoMM 2&3. HoMM2 had vibrant and inviting color, lots of texture, and map features that engaged the viewer. HoMM3 toned down the color palette very slightly—but it instead added more color variety, and paid even more attention to detail, making the various locations on the map pop. Both titles managed to make very full screens overflowing with tiny details that were still legible to the eye. Hero’s Hour has obviously put time into designing the map locations that players will look for and visit, and has ensured that all the various interactable locations and items are legible as such, but by comparison the background (which takes up most of the screen, and which players spend almost all their time looking at) feels neglected.

HoMM 2 looks lush and vibrant by comparison
And compare HoMM 3’s richly textured volcanic terrain to the detail available in Hero’s Hour

That critique feels unfair to me because I know there’s a solo developer (presumably with limited support from contractors) behind this project. For comparison, even at its smallest I believe New World Computing had three people. Yet while I know it’s a stretch to ask for more and better art—and better overall visual design—I do want more. I want varied texture for the backgrounds. I want the edges of the current texture swatches to be less blocky and more organic. I suspect that if this game’s map backgrounds received a little more attention—got a little more texture, more saturated colors, more places for the eye to explore—that would go a long way. I don’t expect this solo developer to outdo (or even match) HoMM 3’s visuals, but I really want a little more visual appeal.

And it’s clear that the dev knows how to do this! The Town screen is an excellent example. It’s detailed, colorful, and has lots of changing elements that develop as you build new structures (all hallmarks of the HoMM games). It’s obviously received plenty of attention. But this means that the dramatic difference in visual appeal between those Town screens and the map that I spend almost all my time looking at is even harder to ignore.

There’s another side to the maps which feels odd: area layout, map design, and initial expansion. This feels especially odd given how closely the “riding around on the map gathering resources and visiting locations” experience matches the old HoMM experience. Maybe this would feel different to me if I had better mastery of the battles, but early expansion in Hero’s Hour (with default settings) is harder and slower than I remember it being in HoMM3. The neutral armies guarding the ever-vital elements of the resource economy are a hair tougher, more wall than speed bump. And those guarded mines are spread further apart… indeed, it feels like the whole map is stretched just a bit wider than the old games. If this felt more deliberate, and if the game gave me more opportunities to *do* things while building up my army to conquer basic resource generators, I think it might feel different. As it is, I feel like I’ve spent more time wandering back and forth picking up minor collectibles and twiddling my thumbs than I did in the old games—which is saying something.

I suspect this comes down to random map generation.

Random map generation is neither easy nor simple. I’m not surprised that Hero’s Hour’s map generator is creating maps that feel less well-tuned than the custom made maps of HoMM3. That seems unavoidable, without a preposterously long development time. And playing Hero’s Hour gave me newfound appreciation for how finely the old HoMM team had honed their map-making skills. But it also makes me wonder whether this game would be better off with hand-made maps, at least at first. So much of the game is spent roaming around them, it matters when they don’t feel rewarding.

Unfortunately, the combination of visual design, less well-tuned maps, and slightly-clumsy battles leaves this game feeling a little more like an idle game and a little less like a deep and engaging strategy game. I think that’s misleading, because I suspect that approaching it more like an idle game will make it very hard to win. What’s more, I can see that there *are* deeper strategic options available, even if I haven’t yet learned how to really shine in the game’s battles so that I can reach them.

And I want to reach them. I love the genre, and I do still enjoy the game. I’ll probably play more again today, and will no doubt check in again as it is updated. But as the game stands right now, it’s not going to pull me in and feel rewarding for hours upon hours, unlike the games it’s so obviously trying to imitate. I want Hero’s Hour to do better, because I love those old games and I want more people to see how good they could be. And I want Hero’s Hour to do better because it’s already so close, it’s almost there. Good luck, dev(s).

Paladin’s Hope, by T. Kingfisher

Paladin’s Hope is the queer continuation of Ursula Vernon’s paladin romances (written as T. Kingfisher). It does finally deliver the gay romance I’d asked for previously, and now I’m wondering what other stories we’ll get next given that I know there are a few paladins remaining without books about them.

For personal reasons, I enjoyed reading this one less than I enjoyed the others (Paladin’s Grace and Paladin’s Strength). I’ll try to dig into that, but I should add: if you liked the previous books in the series and still want “paladin romance,” this will still give you that and do it well. My personal discomfort has more to do with my own history than with some bigger critique of the book or series.

These books are all about paladins (often along with their potential romantic partners) being—in the words of friends who also read and enjoy these books—“total goobers.” The paladins these books revolve around all have lots of reasons for telling themselves why they’re not good enough for a romantic partner, or telling themselves that they’re doing everyone a favor by not pursuing or committing to a relationship, or etc. They are, in short, goobers. This goober-ness almost always drives the core of the relationship drama at the heart of each novel’s romance plot. There’s always other plot too, good fun stuff, often with intrigue and murder playing off the romantic tension to draw the story out and let everything feel right, narrative-wise. It’s well-written and does the expected romance novel thing, and it’s all fun.

But with Paladin’s Hope, Vernon very evocatively wrote some goober-ness that reminded me—painfully, powerfully—of my own previous episodes of goober-ness. And that hurt a lot. It hurt enough, was evocative enough, that I had to stop reading for a while and just meditate to keep myself from spiraling.

That’s the reason I liked reading this one less.

It’s still a good fantasy romance with murder and intrigue, like the others in the series. It’s certainly got some solid characterization and a good portrayal of relationship dynamics (healthy and unhealthy).

It wasn’t comfortable for me, and that’s okay. With any luck, you won’t have the same issues that I did.

The book also establishes the next step for the larger story world’s plot. I’m quite excited about that. I think the next few books in the setting and series will be fun, and big, and open up bigger overarching plot elements again. Those felt a little lacking with this novel, though I can’t say I noticed the lack until I reflected on it after the fact. Anyway, I’m looking forward to the next one.

A Marvellous Light, by Freya Marske

Freya Marske’s A Marvellous Light is magic society intrigue set in early 1900s Britain, with a heaping serving of gay romance on top.

I knew I was reading something very gay before I started, given what little I’d heard about the book beforehand. I *hadn’t* realized I was going to be reading lurid sex scenes. Fortunately, I was able to avoid reading those scenes in public (something I’ve tried to be cautious about since a few awkward experiences in high school—Covid has actually been helpful there), and I was able to just relax and enjoy the book.

If you read the things I had to say about Ursula Vernon’s books, you’ll understand what I mean when I say that this book delivered all the gay romance I’d felt was lacking in the first two Saint of Steel books. Also, I just realized that I read the newest one (Paladin’s Hope) and didn’t write about it here. I’ll try to rectify that.

But I’m distracting myself. This book is good stuff. And it opens with an excellent dramatic scene that sets the stakes for all that is to follow.

In fact, thinking about it from a composition perspective, I wonder when Marske decided to use that as the opening scene; it’s the right choice, I think, and does a marvelous job of creating tension for the reader, but it doesn’t seem like the obvious jumping off point for the next set of scenes. It feels like the teaser intro used to open a spy movie and showcase the future badness our heroes will face. That’s not the wrong choice or the wrong genre for the rest of the story, it’s just not the surface genre for the next step of the story. And I really want to know what inspired Marske to thread these pieces together this way.

Backing up…

Freya Marske has combined several genres here, as I mentioned up top. There’s gay romance, there’s magical fantasy, there’s historical society intrigue and drama (subgenre: British, early 1900s), and there’s the related spy genre. I tie those last two together because, in many ways, spy stories (more le Carré, less Fleming) feel like a reduction of society intrigue: concentrated, cooked down over some higher stakes to something more piquant, seasoned with a dash of paranoia and murderousness. The ultimate dish here is less twisty than an actual le Carré story, but with some of the same flavors and machinations.

So. Back to the novel (heh) genre blending of the book’s first chapters…

When the first scene of the book feels like the opening to a spy story, turning up the pressure and letting us know that something dire is afoot, that’s great. Then the story segues into something that feels more like society drama and leaves the threat lurking under the surface, like a shark too deep to show the reader its fin. And that works too. But, as a tonal shift, I don’t think the choice to do things that way is immediately self-evident. Or, it wasn’t an obvious option to me until I read this.

By the end of the story, it’s clear that all those elements work well together. What’s more, the genres feel well-blended; I’m really looking forward to the (clearly intended) sequel(s) and how they play with this mixture, because I suspect this story’s continuation will give me even more of the magical intrigue and spy fiction that I desperately want. If there’s more queer romance in it, all the better.

All of which is to say, if this blend of genres sounds like your cup of tea then you should hop to and find yourself a copy. It’s good stuff.

A Psalm for the Wild-Built, by Becky Chambers

Becky Chambers’ work, as I think I’ve written about before here, feels like a different kind of science fiction (and indeed genre fiction) than the stuff that I grew up reading as a kid. Her work is… emotionally textured, small in physical-plot scale, entirely about the characters in the story and their emotional journeys rather than about the big dramatic large-scale events which might be happening around them.

Her stories are about people before they’re about events. Sometimes big things happen, yes, but it’s the characters and their emotional lives that get our focus.

And this story, A Psalm for the Wild-Built (is it a novella? It’s certainly brief) feels even more character focused than the other books of hers I’ve read (the Wayfarer series).

That’s not a weakness.

I mean, none of this is a weakness, it’s what she does so well. It’s what sets her apart from so much other genre fiction (so much other fiction, period). I love this aspect of her work. What I mean to say is… the fact that this story feels even more character focused than her other books is a strength. It’s a delight.

The story is meditative, it’s charming, it’s sweet. It’s not without a hint of bitterness and sadness. But only enough to feel honest, only the amount that leaves me thinking “yes, this is precisely the way that would feel, this is just right as a representation of this very human emotional experience.” I often feel that way about things that Becky Chambers has written. Her skill at finding the emotional heart of an experience, and then expressing it in a way that resonates and sings, is one of the things I love about her work.

And that, no doubt, is why I love this story.

Well, it’s part of why I love the story.

There’s another large part, which is unique to me and a few of my friends; we’ve been playing a game of D&D for the past several years (yikes, we might be coming up on seven years at this point) and in many ways this entire book feels like the core of my (robot-plant) character. Reading a story that feels like it fully understands my character’s slightly-askew perspective on life—right down to the questions about purpose and… everything, really—is a joy. I feel like I’ve briefly shared brainspace with Becky Chambers herself. It’s fun, and it’s flattering: a writer I deeply respect reached similar thoughts when exploring this character’s emotional and psychological interior.

And all of this has left me wondering: where are the feeder-stories, the tributaries that lead new genre readers (or readers who love other parts of the genre) to this book? Is it happenstance? Does it rely on word of mouth?

I would not have found her work if I’d kept reading the adventure stories of my youth. I had read so many different high-plot high-action genre stories, with lots of exciting action going on and significantly less time given over to emotional depth. Had I continued reading “similar works” I suspect that I would never have picked up The Long Way to a Small, Angry Planet. In fact, I only read Chambers because a friend suggested that first Wayfarer book to me.

I hadn’t known that Becky Chambers’ stories were something I would love.

Anyways.

This is a good book. I recommend it, especially if you already know you like Chambers’ stories. If you haven’t tried her work before, this might be a little slow as an introduction (even if it is also quite short). But if you want good gentle science fiction all about very human emotions and philosophical struggles, this is a great piece for you.

Oh, yeah, this story also leaves me feeling better about the world, humanity, and myself. Other reviewers have called it optimistic, I’d call it heartening. It’s really very good in that way.