Developer:New
World Computing Publisher: 3DO
Reviewed by You
Can Call Me RAY on 8/8/01
Article
Discussion Forum
First
Impressions:
I
just finished New World Computing's CRPG Might and Magic VI:
The Mandate of Heaven and I'm about to go shopping for a carpal
tunnel syndrome brace for my mouse hand. This is not necessarily
a complaint, my sisters and brothers: M&MVI is a whole lotta game.
Big deal, you might be thinking, aren't most RPGs long? Yes, most
of them are . . . but this is the longest single game I have ever
played.
Does long equal good, however? Let's see.
In both their Heroes strategy series and their venerable RPG cycle,
New World Computing specializes in no-nonsense game play. M&MVI
is a textbook example of that virtue. There's nothing earth-shattering
about it. It has none of the silky brilliance of the BioWare/Black
Isle cycle of third-person games; it has none of the innovative
genre-busting features of System Shock 2 or Deus Ex.
However, with its emphasis on core meat-and-potatoes role-playing
game play, M&MVI scores big.
Graphics:
Graphically,
the game is pleasant, but nothing to write home about. The format
allows freedom of movement through fully-rendered, no-nonsense
environments. Though not a visual feast, the creatures and environments
have a great deal of variety. There are also very pleasing random
weather effects, which add a welcome bit of variety and atmosphere.
The interface is efficient and effective. The automap feature
works well, and the game does a good job of keeping track of all
sorts of important information that you gather along the way,
such as quest reminders, potion recipes, important NPC merchants,
etc.
Sound/Music:
The
music is workmanlike; it's effective but not revolutionary. Ambient
sound is, again, competent but not inspired. The best sound element
is the superb range and variety of creature noises.
Gameplay:
The
game begins with an action-packed movie that depicts a battle
between your party and an assortment of evil dragons and spellcasters.
After the dust settles, you're given the chance to choose between
building a party or fast-tracking with a game-generated party.
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| Suzanne |
You get to create four characters, and you have six classes to
choose from: Sorcerer, Archer, Knight, Paladin, Cleric, or Druid.
Naturally, each class comes with its own set of bonuses and weaknesses.
A tantalizing addition to the base character classes is the potential
each has to be promoted twice (Knight to Cavalier, then Champion;
Paladin to Crusader, then Hero; Cleric to High Priest and Arch-Priest,
and so on). These promotions are independent of your characters
leveling up through experience points, and each advanced class
comes with special abilities.
You're also given flexibility in choosing the gender and face
of your heroes. Unfortunately, you can't import your own portraits.
In the spirit of pan-gender unity, I made all of my heroes boys
but gave all but one of them girl names.
The interface through this process is simple and intuitive. The
only big piece of information the game withholds from you is how
useless non-magic users are in this game. Well, not precisely
useless, but my party, which would be nice and balanced in most
games (A Knight for melee toughness, an Archer for ranged attack,
a Cleric for Healing and a Sorcerer for butt-kicking magic) turned
out to be far from the optimal "Gang of Four" with which
to beat this particular chapter of Might and Magic. This game
is skewed heavily toward magic users. The result was that for
a while I wondered why the heck my Biff, my Knight, was even along
for the ride, but I eventually learned various ways to put him
to effective use.
Not surprisingly, there is a great deal of dungeon crawling
in this game. Considering the vast amount of hours necessary to
complete the story, there's a danger that all this combat could
become repetitive and tedious. Luckily, the sheer variety of opponents
helps prevent this from becoming a problem. Each region of the
map has its own groups of nasties to deal with. Also, several
times during the game your group acquires a skill or a spell so
significant that it revolutionizes the game play. For example,
when you have a sufficiently advanced magic user, you can expedite
travel back to town with a spell called Town Portal. Advance your
magic user enough and you can use Town Portal to go to a variety
of locations. There's even an advanced spell that allows you to
set teleport locations at will.
After the challenges of travel in the first half of the game,
this is a radical change. Various other skills, spells and abilities
(like flying, high repair and trading skills, etc.) have an increasingly
significant impact on game play. This results in variety that's
vital in a game this long.
Enjoyment:
The
story begins with that simplest of quests, the delivery of a letter.
This quickly leads to more complex and dangerous tasks. An admirable
quality of the game's structure is that it's an enormously open
game. Many of the quests can be done in any order, and virtually
all areas of the huge game world are accessible at any time as
long as you are brave and resourceful (or, at times, foolish!)
enough to venture into them.
 |
| Phyllis, the wily Warrior/Mage |
One of the great pleasures of a good RPG is when the world created
by the game feels real, and in this department M&MVI really scores.
There is a richness to the structure of the game that makes you
feel your characters are truly inhabiting an actual place.
Two areas that contribute to this robustness are the travel
system and the skill system. For about the first half of the game,
travel between distant points can be a real challenge, as you
have to learn the schedules of available means of commercial transport
(such as horses or ships). Overland walking is frequently, but
not always, an option. However, it is not for the faint-of-heart.
The skill system is simply terrific. Unlike other RPGs that
let you immediately upgrade a selection of skills whenever you
level up, M&MVI takes a much more real-world approach. Upon receiving
enough experience points (through monster butt-kicking or completing
quests) you qualify to be able to train for the next level. To
do this, you must find a training center qualified to train heroes
of your level, and then pay for the training. This training takes
up real calendar time. This process results in giving you skill
points, which you can distribute among your characters' various
skills (such as weapon skills, magic skills, and miscellaneous
skills such as identification, trading, trap disarming, etc.).
However, to learn these particular skills (and to advance to new
categories of expertise), you must once again search for characters
who are willing to train you. These trainers are scattered all
over the game world, and keeping track of them is an adventure
in itself.
Certain skill levels are only available to a certain character
class, or after completion of a specific quest. You can also increase
your party's skills by hiring up to two additional NPCs to join
you.
The game has a huge list of lengthy required quests, and many
more optional quests. In addition, there are other activities
you can participate in, such as visiting shrines to upgrade your
base statistics, gambling at a local circus for valuable prizes,
and solving a gigantic independent puzzle that leads to a treasure
cache of staggering value.
Multiplayer:
N/A
Overall
Impression:
Story-wise,
the game begins fairly conventionally (the Prince needs help ridding
the countryside of a strange evil and only you can help him!), but
ends up in some pretty surprising territory. I'd tell you more,
but I'd then I'd have to have my Knight, Biff, open up a big ol'
can of whupass on you.
The combat can either be turn-based or real-time. The player can
switch between these two modes with the flick of a single key.
I'm a big fan of turn-based combat, as it makes for battles that
feel tactical rather than frantic. The first-person perspective
of the game does impose fairly strict limits on battle strategy,
however. I'm sure I've been spoiled by the top-down third-person
BioWare games, but I missed the ability to place my characters
in different positions, rather than always have all of them standing
shoulder-to-shoulder in the same spot.
In conclusion, Might and Magic VI: The Mandate of Heaven gives
the player an enormous amount of chewy, crunchy RPG goodness.
After giving my poor mouse hand a rest, I'm eager to tackle VII
and VIII.
Marketing
Efforts Towards Women:
On
the plus side, the character creation system is completely gender-neutral.
There are no penalties or bonuses for making characters male or
female. However, there are times in the game when a particular type
of monster will particularly target a character of a particular
sex (or class, for that matter).
On the minus side, the fact that the female NPCs are virtually
all negative characters struck me as just the tiniest bit misogynistic,
though this was not a major distraction. It's a small vice compared
to the excellent gender neutrality of the character creation system.
Ray Ivey regularly provides his esteemed wit and wisdom at
Just Adventure.
He joins JA News Editor Cindy Kyser Morgan, aka Luna_Cee,
as a WomenGamers.com contributor. We are delighted to feature
their work.
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