Might and Magic: Clouds of Xeen
United States
New World Computing (developer and publisher)
Released 1992 for DOS, 1993 for FM Towns and PC-98
Date Started: 8 February 2021
Date Ended: 18 March 2021
Total Hours: 35Date Ended: 18 March 2021
Difficulty: Easy-Moderate (2.5/5)
Ranking at Time of Posting: 357/412 (87%)
Summary:
The first half of the World of Xeen package showcases some of the strengths of the Might and Magic series, including its dedication to side quests, frequent character development, and open world exploration. The game uses an upgraded version of the decent Might and Magic III engine, a first-person tile-based blobber that supports six characters with a satisfying variety of race, class, and attribute options. The game world is a bit empty and silly and the plot is a bit too basic. Nonetheless, the sheer number of side quests and the relatively rapidity with which you clear maps and dungeons keeps you from ever getting really bored.
*****
At the end of the last entry, we had rescued Crodo and found Lord Xeen's castle, but we lacked the special magic sword necessary to kill Lord Xeen. It was supposedly buried in the basement of Newcastle, which raises a lot of questions regarding why a special magic sword is needed to kill Xeen and how it got into the basement of a ruined castle in the first place.
In any event, we returned to Artemus, the king's advisor, who gave us a permit to construct the dungeon. Emerson, the engineer, took another 5 King's Mega Credits to order the work done, which was fine, because we still had 18 of them. We ended the game with 13. I hope there's some use for them on the Darkside.
Actually entering the dungeon required a password, but that was written all over the castle as individual syllables on statues: LABORATORY. (I had overlooked one when I reported on it last time.) Sure enough, the dungeon had a special "Xeen Slayer Sword" on a pedestal, plus a few Potions of the Gods, which I have yet to try, but I'm guessing cure you of all ailments.
I had Saoirse equip the sword, and we returned to the clouds above Darzog's Tower to get to Xeen's Tower. At the front door, we were told that to enter Xeen's Tower, we would require a "cupie doll." If you want to know what that is, Google it under the proper spelling of kewpie doll. Carnivals offering kewpie dolls showed up in Might and Magic III and will recur in VI. It's one of those nonsense things that shows up in multiple Might and Magics that I usually excuse but for which I am now rapidly losing patience. Anyway, to win the doll, we had to first win a bunch of individual dolls by proving our accuracy, endurance, speed, and strength at various carnival tents scattered around the area. We had returned to the area fully buffed, so it wasn't hard.
Xeen's Tower was a quick trip up several floors guarded by "Xeen's Guards," which are clearly robots. The first floor had a bunch of traps, but we disabled them by destroying poison, fire, cold, and electricity generators hidden in the four corners of the level. There was also a "guard making machine" whose destruction prevented more guards from spawning.
The top level had combats with a huge dragon called Xeen's Pet and Xeen himself. Again, we were fully buffed and hastened, so although we couldn't have lasted more than a couple of rounds with these foes, we didn't need more than a couple of rounds. The dragon died in three or four hits. Lord Xeen was a bit tougher because only Saoirse could hurt him. Still, killing him only took two rounds, and all he managed to do to us during those rounds was knock Mica unconscious.
I'm guessing the king hasn't really spent any quality time with his brother for a while. |
Near where Lord Xeen had attacked us, we found the Sixth Mirror. Only then did I remember that I'd forgotten to go seeking it in the lava area. Before we could do anything with it, Xeen's Scepter emitted a high-pitched whine and caused the mirror to shatter. This precipitated a chain reaction by which Xeen's entire tower crumbled and got sucked into some kind of portal.
A laugh emerged from the portal and a masked face appeared. "You have defeated my general, Lord Xeen, and foiled my plans to conquer this world, but the Darkside shall always be mine!" He then laughed as if he hadn't just, you know, lost.
"Later, at Castle Burlock," a title screen said before transitioning us to the king's throne room. There's a quick pan through the throne room that shows a number of different individuals looking at King Burlock, and essentially none of them are from the setting's known races. I don't know what to take from that.
"Congratulations, adventurers!" Burlock said. "Crodo and I are eternally grateful. Let us review your fantastic campaign." What follows is a two-minute video of the attack and "getting hit" animations of every single enemy in the game. I was then given my "final score" and encouraged to send it to New World Computing's headquarters in Hollywood, California, to be added to the Hall of Legends. I know New World Computing doesn't exist anymore, but I wonder if whoever bought their property kept the Hall of Legends intact. I'm picturing a grand, open room in a building next to the Ripley's Believe-It-or-Not Museum on Hollywood Boulevard, in which you can find busts of all the players who won Clouds of Xeen.
Crodo looks so unhappy I'm beginning to suspect he was secretly working with Xeen. |
I remember those guys from 35 hours ago! |
After the endgame sequence, the party appeared back in Vertigo. I guess it's time to hit the Darkside. A few final notes, though:
- If you return to Castle Burlock, the king is still going on about the mirror. What was so special about the mirror, anyway, that you can't accomplish with a combination of the existing mirrors and "Town Portal" or "Lloyd's Beacon"?
- King Burlock also thanks me for "rescuing Xeen from that foul spirit." If you'll recall, the back story has "Lord Xeen" starting out as Burlock's brother, Roland. So it sounds like we somehow saved Roland. Roland is nowhere to be found, though, and one wonders why Burlock is still referring to him as "Xeen."
- My quest log still has finding the Sixth Mirror as an active quest. It also says I'm supposed to "free Celia from the clutches of zombies in the forest and return her to Derek"; I don't know how I possibly missed that. It also has that druid quest in there, which I'm pretty sure is never-ending.
- The game tracks accomplishments for each character. "DEFEATED LORD XEEN" is now one of them.
- No trainer on this side has the ability to train higher than Level 20.
- I kept forgetting to mention it during individual entries, but I got into the habit of banking my excess gold and gems. I end the game with almost half a million gold pieces and 10,000 gems earning an interest rate of 1% per day.
I guess I could trust these guys after all. |
I had expected more interactivity between the two sides of Xeen even as I focused on the Clouds material. Since this didn't happen, it makes sense to me to rate Clouds of Xeen as a unique game and then apply a separate rating to Darkside of Xeen later.
Going into the preliminary rating, I would say that while Clouds certainly kept me busy, I didn't find it an entirely enjoyable experience. The engine is still modestly strong (albeit with limited shelf life since Ultima Underworld made its debut), but the content is weak--probably the weakest of the Might and Magic series. Xeen simply isn't a believable place. Although in literal squares it may be larger than some of the previous games, it feels absurdly small. Three of its five towns are in the hands of monsters. Except for the dwarves presumably living in the Red Dwarf Mines, there are no signs of any of the game's canonical races. The king, his advisor, his engineer, his tax collector, and the idiot dwarf who shows up every time you try to enter one of the mines seem to be the only permanent people in the world. The quests all feel imported from better games, and the game strays too often into silliness. The main quest is about as bare and boilerplate as it gets, and yet even within its limited content, it manages to make little sense. I thus expect the rating for this one to be comparatively low.
- 3 points for the game world. I think there's something to be said for the Might and Magic universe, but none of it is on display in the first half of Xeen. Instead, it's just a cookie-cutter high fantasy location with unrealistically small biomes.
- 5 points for character creation and development. This aspect of the series remains moderately strong. You get a fair number of options in creation, the choice of party members does make a significant difference, and the game rewards you continually in both experience and attribute boosts.
- 2 points for NPCs. The game doesn't so much have "NPCs" as it does a bunch of faces who first give you a quest, then reward you for that quest. You have no dialogue options and you get no lore from the NPCs that you find. The loss of hirelings is also too bad.
- 5 points for encounters and foes. Also relatively strong. The enemies have a satisfying variety of strengths and weaknesses to figure out, there are contextual encounters everywhere, and the dungeons offer a few slight navigation puzzles. Only a lack of role-playing keeps this category from going anywhere.
- 3 points for magic and combat. The game has a nice variety of spells, but I hardly used any of them. Combat mostly comes down to buffing and whacking. Spells become obsolete awfully fast. I miss the huge mobs that offered nail-biting tactical combat in the first two games.
- 5 points for equipment. Not much of it is that interesting, but there's a lot of it, and I liked how just about every dungeon gave me a pile of stuff to sort through. I like the sheer number of wearable equipment slots and the number of items that duplicate spells, which I probably used far more often than the spells themselves. The materials don't make any sense, and I could have done without the breakage system.
- 3 points for economy. You need money for a lot of things, but the game is pretty generous. By the fifth hour, I was just depositing large amounts in the bank despite spending a liberal amount on training, item repair, healing, and item identification.
- 5 points for quests. The series remains one of the few that actually understands the concept of "side quests," to the extent that it tracks them for you in a log. There are no role-playing options for those quests.
- 6 points for graphics, sound, and interface. The graphics are perfectly nice; the sound is a bit overdone but otherwise fine; the interface has a number of excellent elements that I covered in the first entry. This is about as high as a game can score until graphics and sound get good enough that they're truly immersive.
- 6 points for gameplay. It has about the right length, and I appreciate the open-world nature. It's maybe a bit too easy with all the buffing and a bit too hard without it. I wouldn't call it replayable except for mega-fans who want to try challenging party combinations.
On that last point, I might recommend replaying it with something like an all-knight or all-ninja party just to see how it goes. You certainly wouldn't abuse the fountains, since the only "Lloyd's Beacon" and "Town Portal" spells at your disposal would be from magic items. You probably would want to vector half of the attribute upgrades into a single character, since one powerful character is more important than a bunch of weak ones.
Anyway, the final score is 43, still high enough that I think you could have some fun with it, but quite a bit lower than the 52 I gave to Might and Magic III and the 60 I gave to the first Might and Magic. This is a good time to remind readers that the 60 I gave to the original game isn't inflated out of consideration of its year. All of my rankings are meant to stand on their own and provide direct comparisons to games of different eras. I honestly had about 33% more fun playing the 1987 Might and Magic than I did playing Clouds of Xeen, and I thus recommend it 33% more.
Scorpia and I were in lockstep on this one. In the January 1993 Computer Gaming World--her first review of a Might and Magic since the third one portrayed her in grotesque parody--she approves of the new shortcut spells ("Day of Sorcery" and "Day of Protection"), several interface changes, and the lack of bugs, but she has the same complaints that I do about the threadbare plot and the emptiness of the world. She's particularly critical of the final battle with Xeen, noting (correctly) that average diamond golems and other enemies are a lot harder. In contrast, the reviewers in the March 1993 Dragon absolutely gushed over it, giving it 5/5 stars.
The good news is: by all accounts, Darkside gets better. We'll have a look after the transition.