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Pros:
-Hironiden crew (Gerald, Ellen, Rupert, Hugh) all have the best voice acting in this iteration, in my opinion.
-Better Regnier voice (the distortion thing they did in the second one just seemed kinda forced)
-More secrets, less BS. You can kill Regnier during the Hugh mission for mad XP if you're patient, it's not a bug but a reward for observant players, same as the secret cutscene for the Hironiden castle siege. You can kill the Encablossa in the first mission they appear and at Jungsburg if you try really hard, and you get rewarded in the case of the first mission, handsomely I might add. While there are a few instances of infinitely spawning units, they're mostly limited to the final missions of Regnier and Kendal, which makes sense given the gradual difficulty uptick, or situations where you have to find the Lich unit to stop ghouls from spawning.
Cons:
-The Lucretia campaign voice acting. Just... good god...
-About half as long, no replay options or skirmish mode. What you see is what you get (especially since the minigames didn't make it onto the pc port, sadly.) I get heroes came out after, but it's still a pretty big disparity given they usually have the same price-tag.
Heroes:
Pros:
-With the exception of Regnier, every Vellond and Hexter character gets better voice acting that really has personality shine on through.
-Much more fleshed out story for side characters, both ones we loved (Ellen and Rupert, Leinhart) and ones we didn't know we'd love (Cirith, Ukubar)
-Elemental Units for greater specialization AND greater use for wizards. Sometimes you have to swap out an officer for better abilities or because one of them leaves, so it's nice to know the fire mage you hire can turn into his own special unit with a little bit of love instead of just getting turned into infantry fodder.
Cons:
-Missions with infinitely spawning units aren't just more common, they're basically a staple. Crap there's pretty much one per campaign AT LEAST. If you could grind XP infinitely it might be worth something but it caps out at a certain point so it's really just pointless, restrictive grind.
-Missed unit focus. If I could choose between elementals or NO new units, Ill take the elementals, but an expanded unit tree would've been nice. Maybe an orc spear chucker unit for anti air so you can have a full orc army without needing to bring in Vell archers for anti air or replace your swamp mammoth with wyverns. That and, technically, Elf and dwarf infantry are a thing as seen in the rupert campaign. Even if they have the same model as the leader and essentially function as infantry with maybe some magic abilities like heal or meteor, being able to deploy them would've been nice.
-Confusing story. If you play Crusaders first, you're fine. This is a before and after for folks, I get it. But as a newtime player, it jumps forward and back pretty regularly, especially with the unlock path for campaigns. That and it introduces side characters that never showed up in heroes when, with how important they're made out to be, they really should've been around. Where was Paroth during the war, and what ever happened to Ellen's buddies? And why did Ukubar go from a proud and somewhat eloquent chieftan to generic big dump gorilla guy, like did Regnier give him brain damage?
All in all I'd say they're about equally as great, though I'll decide it like this. If someone had 20 dollars and wanted an experience, I'd point them to crusaders. If they wanted a fun game with more replay value and less feel, I'd point them to heroes.
For instance, at the end of Lucretia's campaign in Crusaders, you basically went to hunt down Cirith for desertion; but come Heroes, Cirith is suddenly back on good terms with the vamps & vellond. Relatively speaking that is.
Feels like I missed somthing.
Indeed. It's one of the better changes Heroes made. It really allows you to be more flexible and try out more unit comps, whereas in Crusaders you basically needed to have your game plan ready from mission 1 otherwise you would gimp yourself.