The game takes place in the fictional Might and Magic universe, upon the world of Ardon. The prologue depicts the burning of a small village in the Fairfield Lowlands by the Legion of the Fallen, an undead army under the command of Necros, a paragon among Necromancers who sold his soul to the dark gods in exchange for unparalleled sorcerous aptitude.
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It's probably a good thing that 3DO's Crusaders of Might and Magic is so short. In its 10 to 12 hours of gameplay, you get a glimpse of its basically good intention: to enrich the third-person action genre with some role-playing game conventions such as evolving character stats, spell casting, and questing. However, if the game were any longer, you'd start getting really tired of its numerous shortcomings and even more frustrated that its good ingredients are only half-baked.
While it's set in the interesting Might and Magic fantasy world, Crusaders can't actually bring itself to tell much of a story. The hero Drake is supposed to have witnessed the death of his family and town at the hands of the evil lord Necros and his Legion of the Fallen. But as is too often the case in such games, you're left to read about these preambles in the accompanying manual rather than actually seeing (or maybe even feeling) their impact in the game itself. The Drake you do get to play delivers an occasional wisecrack but develops very little as a character.