But the cosmic imbalance, with its terror and unspoken promises, is gone. All castles are roughly of the same power, maybe with Fortress being an underdog. However tragic and unfair, such is the reality of myth. The forces of Might (Knight and Barbarian) pose little challenge to the forces of Magic (Sorceress, Warlock, Wizard and Necromancer), and the inhabitants of this universe accept this fact. As in a fable, no one would expect the earthy knight to stand a chance against the supernatural. In HoMM 2, the castles were strikingly imbalanced, with the Knight being the weakest, almost laughably so with his peasants and swordsmen, and the Warlock the strongest, with the Wizard hot on his heels. Along with a darker and more realistic palette came more serious changes. The most obvious shift is in graphics, moving from the bright and fairy-tale tone of HoMM 2 to a more serious and realistic timbre of HoMM 3. The reality of myth replaced by the reality of politics and money. However, I’d like to argue that the adjustments actually went a lot deeper and touch serious anthropological points. It was HoMM 3 that became the canonical one in the series. A lot of the advances concerned gameplay, certainly for the better. Those familiar with both Heroes of Might and Magic 2 (HoMM 2) and Heroes of Might and Magic 3 (HoMM 3) are aware of many changes made between the two installments.
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