|The only confirmation that I had achieved the black triple crown, why do you do this game|
|Ah! Yes, the Inner Limits... which are... where?|
|When a pretty lady asks you to time travel and save her 100+ year old father, how can you say no?|
|Is this standard humor for Might and Magic?|
|And at the height of hubris I received a reality check|
|Even though I could have come here very early, it's at this point I knew I was nearing the end|
|Red messages and talons retrieved, although I somehow missed the elemental lords|
|I really didn't, but at least I maxed my base stats to 100|
|With that I unlocked the end game... not quite the ending, but nearly|
|At the end of a long dungeon I was ready for the final battle|
|Wait what... Oh, I know this one!|
|Did we mention it's a timed puzzle?|
|With no other ending screen I guess I'll just use this|
Another game comes to its conclusion. This was quite an adventure, but after such a long trek, I'm glad it's over. I don't think I'm sold on Might and Magic, but I'll hold of judgement of the series until the third game. Let's get on with the review.
Combatant - By far the worst balance I've ever had to struggle through. It ranged drastically from a simple battle (not often enough) to absolutely no chance of winning (nearly every time). It's definitely challenging to even get a foothold. There are a good number of spells, but more than half went unused. Enemies are well detailed, and the variety keeps going right up until the end. Rewards for combat are well done; however, items could really do without alignment restrictions. I'm knocking a few points off from the straight scale based on enjoyment and strategy. There's no back row, and no particular order or formation, even though the manual suggests it does.
|How do you even protect from eradication?|
Puzzler - It's hard to tell from an overall score, but I gave a zero to the section that covers how clearly the next goal or main quest is defined. For the first third of the game I had no idea what I should do. My avoidance of reading the full manual contributed (I blame the previous owner who wrote notes in the manual pages), but this is the first time a game has disregarded any immediate direction while playing. Side quests were great, and the puzzles were good, even if some felt a bit arbitrary.
|The cypher changes each time you attempt the final puzzle, so don't blame me if my answer doesn't solve your game|
Collector - There is a lot of stuff in the game, and nothing is lost forever. If a key item gets stolen or burned off in an acid bath, then the party can always return to where it was found and retrieve another. Unfortunately, there's no central place to store a hoard, not even in Hoardall's place. The economy goes down the drain so quickly that it's laughable. The best way to maintain rare or unique items is to create some characters or use the abundant supply of hirelings as pack mules left at the inn.
Explorer - Time for the game to shine. The world is completely open from the beginning, and there's nothing like exploring it in full. Graphics and sound were okay. Sixty hours in though and the music got a little tiresome (and sometimes stopped altogether). I greatly enjoyed uncovering each square in the auto-map; in the end I still didn't uncover everything the game had to offer. This game loaded with content.
|Tasks like this are easy to miss|
A very respectable score for the age. Overall, I enjoyed getting through the game more than playing through it. Combat dragged on many times, mostly because I failed to find the auto-battle and skip turn buttons until late in the game. I'll probably still be thinking about all the mysteries in the game for months, even though I know I'll never get around to playing it again. It was nice to beat, and doing so again wouldn't take as long. Still if anyone wants to spoil a few things before I have time to look at a FAQ, then feel free to do so. Here's what's on my mind:
- What was with that Pegasus at the beginning? I never did find him, or his name (unless it was Kilroy).
- Why do the moonphases of Cron matter? I found a clue that says they last 60 days.
- What's with the 13,12 clue in the cavern under Tundara? I didn't know where to apply it.
- Were there any more clues in the dungeons that would have helped me figure out I needed to dismiss a hireling with the orb? Why did this fail when I tried it at first?