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Might and Magic II: Gates to Another World

aka: Might and Magic II, Might and Magic: Book Two, Might and Magic: Book Two - Gates to Another World!, Might and Magic: Gates to Another World
Moby ID: 1620

Genesis version

Roleplaying - with aid from your imagination

The Good
There are five towns, a couple of castles with dungeons that might reach as far as two floors down, a wide expense of wilderness to explore and hundreds of monsters to fight.

The game came with a over 100-page manual which contained maps of the dungeons, which was useful considering how complex and maze-like they were. The towns were as RPG towns are like - there would be a place for buying and selling, inns for resting, temples for curing, training grounds for leveling up and town portals.

There are lots of quests to do and puzzles to solve. Players will also enjoy many in-game jokes and parodies of real life popular culture.

The Bad
The story became a little strange and off-key in the end. It was unexpected and was just too weird as a sword-and-sorcery world suddenly turns sci-fi.

Character graphics are not always present, sometimes a text just pops up on the screen and someone's there talking to you. Yet, there's just no graphic there to show that there is.

Background music gets repetitive at times, and at times vanishes so that one is walking around in eerie silence. Town environments are hopelessly boring, consisting of grey brick walls all around. It's like you are walking in a maze, not in a town.

The Bottom Line
Old school roleplaying game attempting a 3-D environment. You still fight 2-D monsters that randomly pop up while you are exploring dungeons or the wilderness. It's huge and will take the player many hours to complete. There are five towns, a couple of castles with dungeons that might reach as far as two floors down, a wide expense of wilderness to explore and hundreds of monsters to fight.

by BeaconBlue (15) on January 19, 2006

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