

As a means of balancing the difficulty and maintaining narrative focus, the campaigns are quite short.

By themselves, the missions are a bit harder than those in The Gathering Storm with enemies that are a bit more active. The Winds of War grants players the chance to try out any of five new campaigns all tied together by an assault on the land of Channon. The Winds of War sadly offers nothing that's all that compelling - the few new creatures and new maps are welcome to be sure, but unless you're a die-hard Heroes fan, it's hardly worth the $30 selling price. While The Gathering Storm offered only minor additions, the fact that it included the multiplayer functionality missing in Heroes IV eased us in to accepting the small number of new features. You see, the problem is that there's very little that's new in this expansion. The sense of adventure and the range of character advancement are also still high points for the genre. The stories are a little stale and clichéd, but fans of turn-based fantasy strategy would be hard pressed to find a game that offers as much tactical depth as the Heroes series. You'll find that this expansion preserves everything you love about the series. Getting home, you install the game, unplug the phone and grab a 2-liter of Diet Shasta and settle in for some serious playing. Imagine the following scenario: You head out to the store and drop thirty dollars to pick up the latest Heroes of Might and Magic expansion, The Winds of War.
