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Might and Magic II: Gates to Another World

From Alfawiki
New World Computing
IndustryVideo game development
Founded1980
ProductsMight and Magic series

Might and Magic II: Gates to Another World—also referred to as Might and Magic Book Two: Gates to Another World—is a role-playing video game created and released by New World Computing in 1988. This title serves as the direct continuation of Might and Magic Book One: The Secret of the Inner Sanctum.

Gameplay

Picking up after the original storyline, players venture through the "Gates to Another World" into CRON (Central Research Observational Nacelle), where they assist Corak in preventing Sheltem from annihilating Cron by casting it into its sun.

Building upon its predecessor, Might and Magic II offers enhanced visuals and a refined interface that includes features such as a "delay" option controlling input speed and a rotating cursor during player commands. Gamers control up to six custom characters at once, with a total roster capacity of twenty-six characters stored in inns scattered throughout Cron. Continuity is preserved by enabling importation of characters from the first installment. The introduction of "hirelings"—preset characters—allows parties to expand to eight members but requires daily wages that increase with their level.

The sequel introduces two additional character classes, a greater variety of spells, class-specific advancement quests, and more than twice as many side quests. Secondary skills like mountaineering and linguistics enhance travel capabilities and knowledge acquisition; each character can master two such skills. Navigation is simplified through an automapping feature unlocked via cartographer training.

Character progression can reach level 255 with unlimited training opportunities provided sufficient gold reserves; maximum hit points are capped at 65,535, while magic points max out at 9,999. Items may be enchanted with "+" modifiers up to +63, boosting weapon damage or other attributes. The game includes as many as 255 monster varieties whose hit points range from 1 to 64,000; combat encounters can involve up to 255 adversaries simultaneously.

Beyond combat mechanics, the game places strong emphasis on intellectual challenge through numerous quests that demand problem-solving rather than sheer force. Distinctive elements include time travel—crucial for the concluding boss battle—comical tavern menus that influence character conditions like intoxication, and stat enhancements earned by winning annual circus games through collecting cupie dolls.

Players select from eight classes: six returning from the original game—Knight, Paladin, Archer, Cleric, Sorcerer, Robber—and two new additions:

  • Ninja: a specialized Robber subclass skilled in assassination; their quest centers on eliminating the enchantress Dawn.
  • Barbarian: boasting high hit points and combat prowess but limited equipment options; assigned to defeat chieftain Brutal Bruno.

A unique feature for its era is character aging during gameplay, with natural death occurring around age 75 unless rejuvenated at health spas; attempts to reverse aging via magic often produce adverse effects. Time travel spans nine centuries but only a handful of these periods impact main or side missions. Class-specific quests and restricted zones require careful party configuration. The final dungeon breaks from classic fantasy tropes by involving an escape aboard a spaceship where players must decipher an encrypted message within a time limit.

Release

Might and Magic II was adapted for fourteen platforms: five Western home computer systems, six Japanese home computers, and three consoles. Significantly, two separate Super Nintendo versions were created—one tailored for the Japanese audience and another exclusively for European release.

Reception

Dragon assigned the title a rating of 4 out of 5 stars, while the Sega Genesis edition received a flawless score of 5 out of 5. Computer Gaming World presented a review with mixed sentiments, highlighting bugs present in the initial release and describing the storyline as a simplistic "monster mash" that largely emphasized increasing combat encounters. In a subsequent 1991 evaluation of the Genesis version, the magazine commended its visual presentation and user-friendly nature but criticized the excessive focus on fighting, which rendered the gameplay somewhat "workmanlike" and lacking atmosphere. By 1993, Computer Gaming World regarded Might & Magic II as less impressive than its predecessor, suggesting it mainly appeals to enthusiasts of pure hack-and-slash gameplay.

In 1991, PC Format included Might and Magic II among its list of the top 50 computer games ever released.

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