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
Might and Magic: Darkside of Xeen
United States
New World Computing (developer and publisher)
Released 1993 for DOS and PC-98, 1994 for FM Towns
Might and Magic: World of Xeen
United States
New World Computing (developer and publisher)
Released 1994 for DOS and Macintosh
We'd seen expansion packs before, but no one had ever done anything quite like this: two games, released separately, but ultimately meant to be paired, with additional content if you pair them. It's as if you could install Morrowind, Oblivion, and Skyrim and explore half the world of Tamriel in the same game session, jumping between each game's quests at your desire.
I went back and forth on the best way to approach it. By strict chronology, I should play Clouds of Xeen first, then Darkside of Xeen, then the shared content. It would be one thing if Darkside was just an expansion pack, requiring Clouds to play, but it isn't. It's playable as a completely separate title. Playing it this way would highlight some elements and frustrations that players of the combined game never experienced, including level caps in Clouds, a fairly difficult time getting started in Darkside, and buildings in both games that cannot be entered without the other title. Finally, playing them separately would have allowed me to number and rate them separately.
On the other hand, evidence suggests that New World intended the games to be paired from the start. Clouds was released in the fall; Darkside in the spring. Players would have only had a few months to play Clouds by itself (unless, of course, it was the only one they purchased). Playing it strictly by chronology would have mimicked the experience of some 1992/1993 players, but not the experience of nearly everyone who has played it since. It's not even clear that New World intended them as two separate numbered titles. Officially, the two games have no numbers; only by numbering The Mandate of Heaven as VI does it become clear that the company regarded the games as distinct. Actually, it's not that clear even then: for all we know, New World thought of the Xeen titles as two halves of IV and the separate World of Xeen as V, or Swords of Xeen as V.
Ultimately, I was persuaded to play them together by two factors. First, most of my Patreon supporters said that would be the best way. The second reason was pecuniary: I discovered that I'd already purchased the joined World of Xeen package from GOG years ago, as part of a compilation that includes all the games through Might and Magic VI. This means, however, that there are some aspects of the original game that I won't experience (including one that we have to address almost immediately). It also means that I won't be numbering and rating the games as separate titles.
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| Blah, blah blah. Here's character creation in Xeen. It's the same as Might and Magic III except that there are "skills" where the alignment used to be. |
The imagery and documentation that come with both halves of the game make it clear that Xeen is a flat world with two sides. Rather than slavishly explore one side and then the other, I'll probably approach this more organically, spending most of the early part of these entries on the Clouds side before transitioning to the Darkside, but I won't necessarily insist on completing all the Clouds quests before making at least some initial forays. We'll see. What I will do is save the Darkside manual until my first substantial Darkside visit.
It's worth recounting some events from the first three Might and Magic games even though their impact here won't become clear for a while. (In saying such things, I don't want you to get the impression that I remember a lot about the Xeen games. I don't. I just remember this much.) The series has almost always centered on a band of locals who become swept up in events of galactic importance. In Might and Magic I, that group slowly learns that their world is in fact a space ship on which an alien named Sheltem has crashed. The party follows the footsteps of a mysterious figure named Corak, who died in pursuit of Sheltem. They discover Sheltem is masquerading as a local lord; they expose him; he flees.
In Might and Magic II, the same party discovers that not only is their world a space ship, it is only one of four nacelles connected to a central module called CRON. The lifeforms on the ship are intended (by a mysterious race of "Ancients") to populate the planet of Terra, of which Sheltem considers himself the ruler. To stop the ark from making it to his world, he breaks into CRON's control room and aims the ship for the sun, but the party manages to avert disaster.
It's a bit unclear what happens after that. When Might and Magic III picks up on Terra, the CRON from the previous game has crashed on the planet and "most" of its denizens have been lost. The fate of the party is unknown, but I like to think they founded the castles of good, neutral, and evil. The ship that held the CRON and the VARNS lies under the continents of Terra, waiting to be awakened. Sheltem is somehow alive again, as is Corak, and the party arrives in the ship just in time to witness them fighting each other. Sheltem escapes the fight and flies off in a ship. Corak follows. The party mucks around some more and learns that Sheltem and Corak are both creations of "the Ancients." Sheltem was supposed to oversee the colonization of Terra, but he rebelled against his orders and decided to protect the planet from the Ancients' experiment instead. Corak was created to eliminate Sheltem and take his place. Having been defeated, Sheltem is apparently seeking to take his vengeance on one of the Ancients' other project planets. The party in III blasts off in a third ship, chasing Corak and Sheltem, but something goes wrong and we don't hear from them again until Might and Magic VII. Clouds of Xeen starts on Xeen with a fresh, clueless party of natives.
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| The clueless natives discover that the armory isn't exactly packed with equipment. |
The members of this party have all been sharing the same dream lately. In the dream, they are sent a message by Crodo, advisor to King Burlock. Crodo relates how Burlock's long lost brother, Roland, has recently returned after a long absence looking for the "land below the land" (clearly the Darkside of Xeen). He is obsessed with finding something called "The Sixth Mirror," which allows for easy transport between places. Spying on Roland, Crodo observed him in his room talking with a demonic figure. In the ensuing battle, Crodo failed to kill Roland, who appears to be undead and now calling himself "Lord Xeen." Roland imprisoned Crodo in Baron Darzog's tower. Crodo implores the recipients of the dream to make a weapon capable of slaying Lord Xeen "in your laboratories in Newcastle." Recently, Newcastle has been destroyed by a bolt from the sky, and the dreams have ceased. The party has gotten together in the city of Vertigo to set out to deal with the threat.
The original Clouds program has a voiced, lightly animated introduction, not present in the World compilation, in which Crodo narrates the backstory [ed.: My mistake. It is in the World compilation from the main menu, under "other options"]:
Crodo: I am Crodo, overseer of the land known as Xeen. Many years have passed since the glory days of King Burlock.Burlock: I am the king!Crodo: When times were good and there was much rejoicing.Peasants (deadpan): Yaaaay.Crodo: But now, imprisoned in this enchanted tower by the sinister, self-proclaimed Lord Xeen.Lord Xeen: (Laughs maniacally while his "pet" also chuckles)Crodo: I am unable to help you in these dark times. It is now up to you, adventurers, to right what has been wronged.Lord Xeen and Pet: (Laugh again)
As you begin the game, you can select from two difficulty levels, "adventurer" or "warrior"; I went with the latter. The game starts in Vertigo with a default party, but I naturally turned around, went into Geraldine's tavern, signed in at the desk, and deleted everyone.
As usual, Clouds has you create six characters, male or female, from human, elf, dwarf, gnome, and half-orc races. Attributes and races are remarkably consistent across the series (the full list can be seen on the screenshots). The only thing that has changed since the third installment is that there are no more alignments and that some skills (e.g., "Swimmer," "Danger Sense") can be assigned on creation. There are also no slots for NPC hirelings in this game, meaning each player will have to do without at least four of the 10 available classes.
Rather than try to min-max things or deliberately create a challenging party (all druids!), I did what I've been doing more and more lately: I left it to fate. Using random rolls for all of the decisions (specifically, I rolled for the portrait, which determines the race and sex, then rolled for the class, then hit "Roll" until I had attributes that allowed that class), I created the following party:
- Saoirse, a human female paladin with "Crusader" and "Swimmer" skills
- Cathbad, a human male druid with "Direction Sense" and "Swimmer" skills
- Suss, a dwarf female ninja with "Danger Sense" and "Thievery" skills ("Thievery" is the only skill with a numeric value)
- Mica, a gnome male knight with "Armsmaster" and "Spot Secret Doors"
- Grey Witch, a half-orc female sorcerer with "Cartographer"
- Dorcas, a human female barbarian with "Swimmer." The "human female" part is provided by the game, but the portrait is one of the oddest in the bunch and is certainly up for interpretation.
Without a pure cleric, this might leave me light on healing abilities, but I hope the druid and paladin can make it up. We'll see. I was about to say I can always create new characters, but I think this game--like the last one--has a fixed number of enemies, so you could get to a point where there isn't enough experience left to elevate a new character.
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| One of our first combats. Beats rats. |
Characters start with no equipment, so finding an armory was a priority. There was one across the way from the inn. We fought our first battle against a green slime on the way, which must be disgusting to kill with your hands. The armory didn't even have enough weapons for all of us, and the few that it did have took almost all of our gold. I equipped myself as best I could and started poking around Vertigo.
Mechanically, this is the same engine as Might and Magic III. The graphics may be a little more detailed; there's less ornamentation around the view window; and the spot for NPCs has been replaced with a "GTFO Panel." The button that brought up "Corak's notes" in III now links you to a little module that keeps track of quests, quest items, and "auto notes" (no more writing down passwords). There are snippets of voiced dialogue when you enter shops; for instance, the armorer growls, "What do you want?" and the bank clerk chirps, "Safe and secure!" Otherwise, nothing as much changed, which is mostly a good thing. The interface is wonderfully intuitive. All options have redundant mouse and keyboard commands, and it doesn't make you back out of sub-menus (including shops) to switch between characters.
There are a bunch of things that may be new but may already have been in Might and Magic III. I'd have to go back to that game to remember.
- Vertigo is 30 x 30. I thought I remembered that the towns in III were still limited to the 15 x 15 standard.
- Everything can be searched--beds, crates, furniture, even trees--by hitting the SPACE bar. In the tavern, hitting SPACE on top of tables brings up lines of dialogue from the patrons (who you otherwise cannot see). Searching trees usually produces a few coins for some reason.
- If you try to open a grate and fail, the character takes a lot of damage, sometimes enough to kill her. But successful opening conveys more experience than any enemy in town, so much so that I was able to level Suss the Ninja up to Level 3 while the rest were still stuck at Level 1. Bashing wastes this experience.
Vertigo had an armor, a tavern, a ranger teaching "Pathfinding" for 2,500 gold, a magic guild, a separate guy selling memberships to the magic guild, a guy teaching "Cartography," a magic mirror (I assume you need to know the code for where you're going), a bank, and a training facility. The town was overrun with slimes and giant grasshoppers (technically "doom bugs"). The mayor (living in a tent in the plaza) and some tavern NPCs conveyed that the infestation had driven most of the population out of the city. The mayor hired someone named "Joe the Exterminator" to deal with the problem, but it didn't work.
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| Temples are always a key resource in a Might and Magic game. I have no idea who we're worshiping, though. |
I don't think combat has changed at all since the last game. It's still turn-based, but with sound and animation that makes it sometimes feel like there's some action going on. I didn't have a lot of resources at the beginning. Grey Witch could shoot one magic arrow (her default spell) before she had to rest, but she also spawned with a Rod of Pain. For most of the area, I had just a single bow, in the hands of Suss, which actually worked to kill most enemies from afar. If the enemies got up close, they were capable of knocking my characters out in one hit, which meant I had to rest or visit the temple, as I started with no healing spells.
As usual, the game offers a few opportunities for the party to get a leg up. A healing well took care of my hit points between battles, and donating 50 or 60 gold to the temple will cause them to bless you with a group of buffing spells. This latter option made us essentially invincible to the monsters.
We found Joe's warehouse, crawling with pests, and in one of the crates found a note that indicated Joe was breeding the monsters rather than exterminating them. After we killed every last beast, the mayor rewarded us with 5,000 experience points and 4,000 gold pieces. The latter was enough for us to get trained up to Level 3 or 4, purchase guild memberships, and buy a few spells for the characters. I gave "Jump" and "Wizard's Eye" to the sorcerer and "Cure Wounds" to the paladin and druid.
As he rewarded us, the mayor noted that he'd recently received a request for help from the dwarves in the Red Dwarf Range. Their mines have been invaded by the Mad Dwarf Clan. The bartender had previously told me that the entrance to the mines is in the hills west of Vertigo.
I think I'll stop here and take opinions on my party before I go forward. I've heard there are some really tough combats towards the end of the game, and I'm wondering if I can afford to waste three slots on characters with no spellcasting ability (knight, ninja, and barbarian). Would one or both be better served with a pure cleric? Does the druid really make any sense? On the other hand, maybe I remember those battles being hard because I over-valued spellcasters and didn't have any strong melee fighters.
In my summary of Might and Magic III, I noted a couple of problems with the series, which I otherwise love. One is ongoing, one developing. The ongoing problem is an inability to take itself seriously. If I'm going to spend several dozen hours in a fantasy world, I don't want it to be a parody of a fantasy world. Might and Magic rarely goes completely over the edge, but there are times that it's pretty silly, and the whole "Joe the Exterminator" quest doesn't really bode well.
The second problem is the developing one: as the game gets more graphically detailed and more mechanically impressive, certain elements of realism are hard to ignore (I dubbed this paradox "Cabbage Theory" in the linked entry). Towns empty of visible NPCs were fine when the graphics were all abstractions; you could imagine that they were there somewhere. But now that the graphics are showing me trees and park benches, the emptiness of the setting is more keenly felt.
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| The bartender gives us a clue for the probable next quest. Note there are lots of people on this screen. |
Might and Magic isn't alone in that regard. The Gold Box wrapped up in the same year without ever showing enemies in the exploration window, let alone NPCs. The Wizardry series has shown a small number of named, wandering NPCs, but the environments are still unrealistically sparse. But this era is visibly coming to an end, heralded by games like Ultima Underworld and Legends of Valour. (Games with third-person views were generally ahead of their first-person counterparts in this trend.) Going forward, I'll accept wireframes with no people, but I don't know if I can accept tables and chairs with no people.
This issue doesn't reduce my enjoyment much, though. Might and Magic still stands out from its contemporaries in one major area: content. The developers pack their maps with treasure, clues, and encounters. If they lead the industry in anything, it's in the concept of "side quests." Few other games would even bother to have a list of "quests" because there would be only one quest for the entire game. I look forward to seeing what the World of Xeen has to offer.
Tme so far: 2 hours
































