Reviews / previews
The fantasy world of
Erathia needs heroes,
and the reward is a
castle of your own.
But when you acquire
one in Might and Magic
VII, you also come to
the attention of both
sides in an
Elven-Human War.
Throw in a bunch of
skeptical Dwarves, a
Necromancer's Guild in
rebellion, and dozens of
monster types eager to
loot and pillage, and
you'll
realize
why
real-estate
values
won't quickly rise againunless you sort
things out.
You create and lead a party of four medieval
fantasy characters through dozens of quests
across a varied continent as you advance
their skills, obtain more spells and better
weaponry, and prepare to save the throne--or steal it for yourself. As in M&M
VI, movement is free-scrolling, and you can switch between turn-based and
real-time combat at any time.
This will be the M&M that fans remember as the first that lets you choose
between Good and Evil. No role-playing is involved, but it does provide you
with somewhat different groups of spells, quests, dungeons, enemies, and
(ultimately) objectives.
The distinctions are nicely handled, too. The tests to acquire entry-level
access to Light and Dark magic spells (extensively revised since M&M VI)
each involve traversing a complex,
dangerous dungeon, but the forces of good
make success conditional upon killing none
of the high-level enemies who try to destroy
you in there.
Conversely, the forces of evil gleefully
encourage you to kill all you want in their
dungeon. If nothing else, this imposes
different strategic choices on your progress.
Regrettably, the changes to the interface
meant to mirror your ethical choice are
awful: washed-out white (Good) or black
(Evil) variations of unrealistic-looking marble. Atmosphere is further
compromised by a soundtrack that remains attached to locations rather than
events, as in the Ultima series. Nothing is stranger than hearing a wistfully
romantic theme swell in the background as you're being pummeled into
unconsciousness by swamp trolls.
The graphics aren't great, either. The monsters look indistinct and dull, 3D
hardware acceleration notwithstanding; while pixelization remains a serious
problem throughout. Unfortunately, the improvements to this release didn't
include perspective-correct representations of monsters killed on slopes, so
dead corpses still stick out horizontally
against mountainsides.
But our serious criticism is reserved for
M&M's dungeon-mapping system. Without
question, it remains the least useful of any
RPG mapper: a 2D, two-color system
that's a disaster at detailing 3D dungeons,
and doesn't support user notes.
Nonetheless, M&M VII is impressive. It
creates a detailed universe that hides the necessary linearity of game design
behind a seemingly bewildering variety of areas to explore and quests to fulfill.
Both outdoor locations and dungeons are more distinctive in this release than
in M&M VI--not so much in the terrain, which remains largely generic, as in
the clever use of it to form memorable challenges. For instance, you'll travel to
a titan's stronghold by running along a bridge over a pond infested with
acid-blasting sylphs. And quests are more complex, with multiple goals.
In a series marked more by the creative reuse of materials than innovation,
M&M VII also sports two attractive new features. The first is a simplified
Magic: The Gathering-style card game that you play in Erathia's taverns.
Arcomage is easy to learn and addictive, and its presence in a quest will give
you an excuse to play it over and over again.
The other new feature is the ability of
monster groups to attack one another. This
lets you choose sides on some battlefields,
or avoid a pair of antagonists who are
momentarily distracted with each other's
presence.
And if M&M VII seems overgrown with gold,
reagents, and weaponry littering the
countryside, it compensates with tough
challenges in the midgame. The endgame
skillfully avoids the "more of the same" syndrome which affected M&M VI and
its nearly infinite dragons.
In effect, this game grows better as it goes on
Clearly, the M&M series, already fresh from a facelift, is in need of another.
But once you get beyond that, it delivers consistently good, solid value. For a
first-rate series of strategy-based dungeon crawls, MM VII is hard to beat.-- Barry Brenesal / GamePro
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