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Might & Magic 8: Day of the Destroyer
In days of yore, when role-playing games were
as common as teats on a potbelly pig, many games vied for the
rather limited market. Ultima stood proudly beside The Bard’s
Tale, SSI’s Gold Box games filled shelves, and other players such
as Wizardry and The Magic Candle fought it out. Nowadays, only
a few survivors still exist: Ultima, its ninth iteration released
late last year; Wizardry, with the eighth in the series expected
sometime this year; and Might & Magic. Might & Magic has always
been the RPG-lite of the bunch, with more cartoonish graphics,
and a pure hack and slash over puzzle solving ethic. The series
took a long break between the fifth and sixth games, and there
were many changes, most of them dealing with the technological
advances which had occurred in the meantime. Some were, however,
gameplay related, and not all were popular, such as the removal
of certain character classes, and the limitation of only playing
as a human. Number seven had several minor tweaks to gameplay,
while retaining the same basic engine with the addition of 3D
hardware support. So what about the rather unheralded eighth game
in the venerable series?
The first thing you will notice when booting up the game is that
the same engine used in both six and seven is still being used
here. While it was a great advancement over the World of Xeen
engine used in Clouds and Darkside of Xeen (M&Ms 4 and 5), this
one was already showing its age two years ago. RPGs have always
tended to be a bit behind the curve graphically speaking, primarily
due to long development schedules. This has, however, begun to
change in recent years with titles that combine excellent up-to-date
graphics with great gameplay, such as seen in Baldur’s Gate and
System Shock 2. Still, given the long waits between earlier games
in the series, and the expected long wait until number nine, it's
been a pleasure to see New World Computing (NWC)/3DO give us three
titles in just the past two years. How much, one must ask, becomes
too much?
There are a few minor tweaks here and there, and for the most
part they add to the flexibility of the game, though not to a
huge degree. You can now use a limited version of mouselook (familiar
to players of 3D shooters - basically hold down the right mouse
button, move the mouse, and your viewpoint changes) to look up
and down, but it is totally impractical when it comes to movement
- you’ll still be relying on the tried and true keyboard. 3D hardware
acceleration is once again supported, but as was the case with
number seven it tends to blur the 2D sprites that make up the
game’s monsters. In keeping with the interchanging backstory between
the M&M RPG franchise and the excellent Heroes of Might and Magic
strategy series (also by NWC and 3DO), these monsters, as well
as the character classes/races you have to choose from now accurately
reflect creatures seen in the most recent Heroes game. This adds
a new and somewhat interesting twist to the M&M series. Unlike
most CRPGs, and indeed unlike past iterations in these games,
you do not choose both race and class for your player character.
Instead, race has become the equivalent of class. You may not
play as a Dark Elf Knight, but may have either Dark Elves or Knights
in your party. This hearkens somewhat back to the days of Basic
Dungeons & Dragons, when races were treated as classes unto themselves,
but is a rarity outside of that example. Races/Classes available
to your party are:
Knight - Your typical big strong warrior type, able to wield any
weapon, wear any armor, and basically deal with nearly any threat
with straight ahead brute force.
Cleric - The requisite fantasy game first aid kit, with a few
handy damage dealing spells and moderate weapons ability to boot.
Necromancer - The catchall wizard/mage/sorcerer in Day of the
Destroyer. It seems all serious magicians have gone down the dark
path - morality lesson alert.
Dark Elf - With some moderate magic ability and their own small
but unique school thereof, these basically take the place of the
Archer class from previous games, with the addition of being the
best darn trap disarmers in the game.
Minotaur - These guys can deal out damage like no others with
an axe, while at the same time being reasonably adept with the
Cleric’s first couple of spell levels.
Troll - Your basic Barbarian class, with the added benefit of
being able to regenerate hit points over time. And no, fire or
acid isn’t the only thing that can kill them.
Vampire - With the uncanny ability to walk around in the broad
daylight, Vampires also have a unique school of magic as well
as the ability to cast a few Cleric spells. Moderately good with
most weapons, deadly with a dagger, they have the ability to recognize
a monster’s strengths and weaknesses better than any class.
Dragon - The granddaddy of all heavy-hitters, Dragon’s unique
spell school enables them to carry the entire party in flight.
Combining multiple attacks with a deadly breath weapon, Dragons
are simply too powerful to begin the game with - you must convince
them to join you later.
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