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
Repackaged with Might and Magic: Clouds of Xeen and released as World of Xeen in 1994
Date Started: 20 April 2021Date Ended: 1 June 2021
Total Hours: 44
Difficulty: Easy (2.0/5)
Final Rating: 42
Ranking at Time of Posting: 356/417 (85%)
Difficulty: Easy (2.0/5)
Final Rating: 42
Ranking at Time of Posting: 356/417 (85%)
Summary:
The flip side of Might and Magic: Clouds of Xeen, using the same tile-based, first-person, six-character engine that goes back to Might and Magic III. Darkside has the party foil the plans of Sheltem, the rogue AI from the first game in the series, again using the alias Alamar, again bent on returning to Terra. The main quest is not as notable as the hundred thousand side quests, puzzles, and encounters. Although packed with content and never boring, Darkside suffers from over-generosity in experience and a lack of significant character development, particularly for an experienced Clouds party with all the spells and skills. Its penchant for frivolity and its overall ease make it to me the least in the series so far.
*****
This is probably going to be one of those reviews where the game rates high but my prose makes it sound like I hated it. I feel that way every time I write about Ultima, too. So let me say at the outset, even if the rest of this entry seems to belie it, that the Might and Magic series is one of my favorite RPG series of all time. I have loved them since I played the first two as a child. Even then, I sensed that they offered something that no one else was offering. If I seem negative, it's only because of the game's performance against my own hopes for it.
The Might and Magic games have always been generous. Jon Van Caneghem clearly had a history with tabletop RPGs and early CRPGs, but he envisioned worlds of bounty where those titles were sparse and unyielding. In Wizardry, Might and Magic's most obvious forebear, a 16 x 16 map might only hold a couple of fixed combats and two textual encounters. Van Caneghem's strategy was to give you something in every row and column. I have maps from the first game in which I had to go into the double letters to annotate everything. A Dungeons and Dragons module might take you from Level 2 to 5 over the course of 30 hours of campaigning. Van Caneghem had no problem offering games in which you hit Level 100 or more. Where Dungeons and Dragons and Wizardry regarded attributes as closely policed within a 3-18 range, you might start at 15 strength in Might and Magic and end at 500.
This generosity is key to the first two games, immediately distinguishing and elevating the series from Wizardry and The Bard's Tale (which I find hopelessly boring in contrast). Looking through my notes in on Secret of the Inner Sanctum and Gates to a New World, I see all kinds of messages and interleaves, prisoners you can torment or free, some kind of puzzle involving black and white checkerboard floor patterns, word games and riddles, a giant sudoku puzzle, a city where males take damage at every intersection but you can change sexes in the basement, an arbor in which you get rewarded for climbing every tree, and dozens of other encounters and side-quests--this in an era that otherwise showed no awareness of the concept of "side quests." Perhaps more important, each area offered a bit of lore, hinting at a large, complex story beneath the surface, one that occasionally (usually at the end) introduced elements of science fiction. Trying to figure out that story, filling in the gaps left by the materials, was a fun part of playing each game.
At the same time, the series has always offered a stupid side. You've heard me complain about it in every summary of every previous Might and Magic game. Wizardry acquired the same stupid side when David W. Bradley took over, and you've heard me complain about that. I've run out of original ways to complain about it. So I'll just say that Darkside of Xeen is a worthy successor to the previous games in the series in both the generosity of content and the stupidity of a lot of that content. If that doesn't bother you, you'll like the game a little more than I did.
Beyond its thematic consistency, however, I thought Darkside was a lesser Might and Magic for a couple of other reasons. The first was also well-discussed during my last few entries: the game completely goes off the rails with the character leveling. It rewards the party with millions of experience points that no player would ever be able to redeem unless he engaged in some kind of optimizing financial strategy going back to Clouds of Xeen. At the same time, nearly everything you touch seems to bestow an extra 1, 3, or 5 levels. And it's not like these levels are ramping towards some major boss enemy or encounter. You could survive this game's toughest enemies at half the levels I achieved, which is only about two-thirds of the levels possible to achieve.
This gets into a second problem, which is that the game is simply too easy. Not only is the party over-leveled, but the proliferation of attribute-boosting fountains and altars exponentially increases the party's effectiveness in individual combats. As for accumulation of combats, they're hardly an issue when you can drop a "Lloyd's Beacon," ride a "Town Portal" to the nearest temple, and be back before anyone notices you're gone. Even if these easy teleportation puzzles didn't exist, the fact that you can sleep and fully restore health and magic--an issue that the series never solves--removes a lot of the challenge by itself. I'm anticipating lots of comments that say things like, "Well, if you find it too easy, just don't use those fountains/spells/whatever." Sure, but I don't think expecting the player to nerf himself is good game design.
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| It's amazing how fast enemies go from "challenges to be overcome" to "annoyances to be swatted." |
I'm particularly disappointed in the lesser importance of spells. In the earlier games--and, indeed, in the later ones--magic is crucial to your strategy. Here, it so blatantly under-performs physical attacks that there's almost no reason to cast offensive spells except during a very narrow window of time in which a) your characters can't reliably hit some enemies, and b) those same enemies can be defeated with spells before they wipe the floor with you. The problem is largely the multipliers that the game gives with level and strength on physical attacks. By mid-game, you're whomping most enemies away with one hit. Someone needed to rework that math.
The number of people reading this who will one day play the game but have not already must be small. But to those few, I implore you: when you do play, try something like an all-druid party or an all-barbarian party. Among the three major character focuses--melee combat, clerics' magic, and sorcerers' magic--create a party that entirely lacks one of them. Without any melee strength, you'll be forced to rely on spells, and combat will be more interesting. Without one of the magic types, you won't have as many buffing or transportation options (you'll be able to rely on limited charges from magic items in a pinch). I guarantee it will create a more exciting game.
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| A paladin and ranger set out to solve Xeen's problems alone. |
In rating Darkside, I'm also including the World of Xeen content. I can't see any good way to separate them. I think the GIMLET will even out. It was partly because of the World of Xeen content that I felt leveling was too generous and the game was too easy, but it was also because of that content that I ended up feeling better about the game world and story.
1. Game World. I don't know. A couple of weeks ago, I would have said that there is no new content here; that the game is just a rehash of the plot introduced in the first three games, a plot for which I have lost patience since the game seems more interested in making Star Trek references than exploring its own lore. But the ending of the World content, despite the questions it raises, was pretty cool. I felt less interested in either side of Xeen as a game world, though--there is no attempt at consistency whatsoever, and there are numerous unnecessary races added to the six character races, a few of which never make an appearance anywhere else in the game. The two Xeen titles suffered from a lack of the "Corak's Notes" feature of III. Score: 4.
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| At the end of the game, Prince Roland sticks his "staff" in the queen's "cube." Wait . . . that doesn't work. |
2. Character Creation and Development. I generally like the number of ways that the characters develop, but as we discussed, Darkside is so generous that it stops mattering very early in the game, particularly if you brought a party from Clouds with all the spells and skills and a decent set of equipment. And it's always disappointing when a game fails to integrate character choices into the encounters and quests. These last few games should have included the alignments of the first two and offered more role-playing options based on those alignments. Score: 3.
3. NPC Interaction. I'm going to do here what I did in my rating for Clouds of Xeen and give it a couple of points for having something of the concept of NPCs, but most of what you'd call "NPCs" in this game are really "encounters" that happen to feature a portrait of someone. True NPCs exist in the environment independently of the party. Previous games were rated for hirelings in this category, and their loss is also unfortunate. Score: 2.
4. Encounters and Foes. The game's bestiary continues to be relatively original. I suppose the problem here is that combats are so short that you often don't find out about an enemy's strengths or weaknesses. The game also continues to benefit from a high quantity of non-combat contextual encounters and role-playing encounters, including--making their debut in the series--dialogue options. Add to this the dungeons' navigational puzzles, and we have probably the strongest category in the game. I just wish so many of the puzzles weren't so easy. Score: 6.
5. Magic and Combat. I offered my thoughts above. There are a lot of options but not much reason to use anything but a mallet. Score: 3.
6. Equipment. A surprisingly disappointing category. I like how many slots the game offered, the item identification system, the use of magic items as backups for spells, and how easy it is to swap around and evaluate things. I didn't like that nothing seemed to matter. Your level multipliers matter so much more in combat than your equipment that I sometimes spent hours in which a character's equipment was broken and never noticed.
The game also does a bizarre thing by assigning either a material or an effect to equipment but not both. So you might have an Obsidian Long Sword or a Long Sword of Undead Slaying but not both. With weapons and armor, the material is so much more powerful than the effects that you wonder why they bothered with the effects at all. But with wearable items, an Obsidian Necklace does absolutely nothing despite being worth like 200,000 gold pieces, while a Necklace of Strength might only sell for 2,000. Madness. Score: 4.
7. Economy. Over the game, I think I probably spent about 30 million gold pieces, which is probably some kind of record. This hyper-inflation made most of the economy--shops, temples, spells--utterly insignificant, with the sole exception of training--for which you never have enough. It's broken however you look at it. Score: 3.
8. Quests. With the World of Xeen content, we had a couple of main quests. Neither had alternate endings or role-playing options, but they were modestly interesting. More important, as always for this series, are the copious side quests. When will these finally become standard? Score: 5.
9. 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. Score: 6.
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| I didn't notice this until late in the game: If you have sound turned off, you get subtitles. |
10. Gameplay. Like its predecessors, Darkside gets a lot of credit for nonlinearity--to the point that I finished most of the World of Xeen content before finishing Darkside. Some of you didn't agree with my random exploration pattern, but you must agree that only in this series of games would such a pattern be possible. Everything else suffers a bit: it was a bit too easy; it's only slightly replayable (with different party compositions); and it lasted too long.
But to bring it full circle, I can't say that it was ever boring. I might have groaned or even shouted obscenities at much of the content, but at least I was having a reaction. I wasn't mapping miles of featureless corridor. Every few steps, there was a new hut on the horizon, a new alcove in a dungeon, a new book to read or box to open. The game may have been long, but it was easy to binge. Score: 6.
That gives us a final score of 42, one point lower than I gave to Clouds of Xeen and lowest for the series so far. I really do think the first and second games--particularly the first--were better games. I don't mean they were better "for their years"; I mean they were just better. Sure, the graphics were primitive, but a lot of the mechanics--including combat, equipment, and the economy--were significantly better. There were just as many encounters and side-quests, but fewer of them were so blatantly goofy. But 42 is still well into my "recommended" range, and Darkside is certainly superior to a lot of other games released in its year.
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| The advertisement promised an interesting, gritty story. I wish the game had followed through. |
Once again, my review aligns reasonably well with Scorpia's September 1993 coverage in Computer Gaming World. She covered the economic problem, though didn't seem quite as bothered about it. She was more upset about the ease of the puzzles--she called out the same one that I did, involving the Vowelless Knights. She also thought the crossword puzzle was "pointless and boring" and that the Dungeon of Death in general was ridiculous. (She agreed with the game that she was a "super goober" for having wasted her time with it.) She thought the cinematic ending was worth not having any kind of final battle, and I have to grant her that, since it was very well done for its year. She also thought the endgame to the Worlds content (which she completely spoils) was worth reaching, even if it involved so much pointless walking on the final level. "A satisfactory conclusion to the current Might and Magic saga," she concluded. Later, the magazine nominated it for "Game of the Year," but it lost to Betrayal at Krondor.
Dragon made some changes to its computer game reviewing in 1993. The "Role of Computers" section was re-titled "Eye of the Monitor," and a newer reviewer--Sandy Petersen--seems to have taken over. The over-inflated rating system seems to have gone with the previous title and reviewers, which I suppose is good, as I was running out of ways to make fun of that. Petersen makes it clear that three stars is "Good" and five is "Superb," and there's a new "X" rating for "Not recommended" that's even worse than one star ("Poor"). The combined World of Xeen gets only three stars. Mr. Petersen is himself a game designer, having written Call of Cthulhu and the third edition of RuneQuest for Chaosium. He also contributed to several computer RPGs, including Darklands (1992). It is thus too bad to see him bumble right out of the gate by calling the Might and Magic series "Eye of the Beholder-style games." His subsequent review makes it clear that he didn't get very far: he thinks the game is too generous with money and marvels at the 50,000 experience points he got for solving one puzzle. Most of the rest of the review is occupied with speed and loading issues. In summary, even though I agreed on the star rating, the review kind of annoyed me.
I'm mostly glad that for the next entry, we'll be moving on from this engine. I think the series has accomplished everything it can with tiled worlds. The graphics are getting sophisticated enough that we need a realism of content to match the realism of visuals. Magic and combat simply never worked well in this engine; it was so much better in the earlier games when you could face dozens or hundreds of enemies at once and choosing the right spells was a major tactical question. I'm also glad we'll be leaving the story of Sheltem being chased by the spectacularly inept Corak.
As for that next entry, despite the in-game promise of a new title in 1994, it wasn't until 1998 that we saw Might and Magic VI: The Mandate of Heaven, a game that I was absolutely addicted to before I started this blog. I must have played it at least once a year between its release year and 2010, and not since. I may never reach it again. Before then, we'll have Swords of Xeen (1995), an ascended mod that I've never played. We'll also have the first three Heroes of Might and Magic games and Anvil of Dawn (1995), which looks to me like a prototype of the Might and Magic VI engine.
As I just typed that last paragraph, I noted that however annoyed I got with Xeen, my desire to check out Heroes (which I've never played), whether they qualify as RPGs or not, purely for the lore, is undiminished. This will always be one of my favorite series despite the developers' tendencies to trivialize it with goofiness. Live long and prosper, New World. Live long and prosper.


















































