Retains the flavor that made the good games in this series so good.
What seems like a lifetime ago, I purchased a game called Might and Magic III-Isles of Terra, at the insistence of a co-worker at Electronics Boutique (Yes, I did have a dream job at one time). I’d played the Wizardry and Bard’s Tale series and loved them. This guy said MMIII was the modern incarnation of these games. He was right. I enjoyed that game from the beginning right up until the weird sci-fi ending. Unfortunately, the next two installments of the series lacked the same addictive feeling.
New World Computing seems to have something about multiples of three, because though 4 and 5 were weak, they resurrected the series with Might and Magic VI- The Mandate of Heaven. The next two installments again were weak, and for the same reason 4 and 5 were: they were just too reminiscent of the previous titles, with little in the way of graphics or gameplay to set them apart.
Actually, Might and Magic VIII was bad enough to make many people think the series was over. The dated engine and gameplay nearly killed the series.
Now, we have Might and Magic IX (no subtitle for the first time, though it was supposed to be called ‘The Writ of Fate) and it seems to keep in line with New World and their ‘multiple of three’ theme. Everything has been updated, and after logging in a ton of hours on the game, I can say it blows away previous games.
New World started with the biggest problem first, the game engine. Instead of going to long and costly route (designing their own engine) they licensed the Lithtec engine, which powered games like No One Lives Forever.
Upon first glance, the graphics look fresh for the series, though a bit dated compared to the cutting edge. Personally, I think this is fine and acceptable. RPGs never push the graphic envelope, and for good reason. Because of the core of gameplay, RPGs generally require a lot of processing power. Throwing in good graphics only ups that requirement. Look at the latest Everquest expansion; it requires 512MB of RAM, for barely decent graphics.
Using the Lithtec engine was a wise choice for the MM series, and though the graphics don’t make your jaw drop, you certainly learn to appreciate them as the game goes on. Dynamic spell effects, shadows, and some cool lighting effects. Remember, the graphics aren’t cutting edge, but this is the first time we are really seeing anything like this in an RPG of this sort.
While revamping the graphics, New World was smart in not totally messing around with the gameplay. The game retains a good deal of what made previous versions work, and they even brought back some features from older games. The ability to fire spells and range weapons at any time is a great feature for long distance attacks, and it is made much easier than in the previous few games.
Combat can either be real-time or turn based. This feature was introduced in MMVI, and for the last few games, I have preferred the turn-based, as it is what I was always used to in an RPG. For this game, I feel the real-time works better, giving the game an almost FPS feeling to it, enhancing the action. For some battles, however, you’re going to need the added strategy of turn-based combat, or you will take a whooping.
That’s another thing about the gameplay. It is finely balanced as far as difficulty is concerned. The puzzles are challenging (one or two stupid ones, I must admit) and the battles are intense when they need to be. On the down side, a few key spells (flying, for example) were taken out, and there are times when the game seems just a bit devoid of character.
In keeping with the tradition of MM games, there is a detailed back story to the game. There are hordes coming to attack the land, and it is up to your party to unite the six clans of Chedian in battle against them.
Unfortunately, though this story is rich in opportunity, none of it is really seized. You never feel a part of the story, never really see the story unfold before your eyes. Though the graphics bring the game into the 3D realm, the lacking story still makes the game feel two-dimensional. The various and detailed side quests and situations are entertaining, but again, they lack that overall feeling of involvement. There is plenty to keep you busy, just not enough to keep you enthralled.
Combining above-average graphics with a classic RPG adventure, Might and Magic IX is an entertaining, time-consuming game. With excellent controls, good sound, and detailed quests and sub-quests, there is plenty here to keep you busy for some time.
Compared to the previous two MM games, this one stands head and shoulders above the crowd, both visually and from a gameplay standpoint. Comparing this game to recent RPGs like Baldur’s Gate II and Wizardry 8 is another matter, and it really comes down to taste. I have seen plenty of criticism leveled against this new Might and Magic game, but most of it pertains to the beginning of the game.
Once you get into this title, it is easy to become obsessed. Sure, it doesn’t compare to the sweeping, engaging story and crack-like addictiveness of Baldur’s Gate II, nor does it have the same, near-perfect attention to detail that Wizardry 8 has. Still, this game is a viable option in a strange crop of RPGs hitting the shelves, most of them hybrids with no real focus.
If you liked Dark Age of Camelot, particularly its style, then you’ll like Might and Magic IX. Consider it a great step forward for the series, and an enjoyable RPG in its own right. I just hope New World Computing has corrected their ‘one good, two mediocre’ cycle.
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