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Might and Magic VIII: Day of the Destroyer | |
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Developer(s) | New World Computing |
Publisher(s) |
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Director(s) | Paul Rattner |
Producer(s) | Peter Ryu |
Designer(s) | Jon Van Caneghem Bryan Farina James W. Dickinson Tom Ono Richard Corredera |
Programmer(s) | Bob Young |
Artist(s) | John Slowsky |
Composer(s) | Rob King Paul Romero Steve Baca |
Series | Might and Magic |
Platform(s) | Windows, PlayStation 2 |
Release | Windows PlayStation 2
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Genre(s) | Role-playing |
Mode(s) | Single player |
Might and Magic VIII: Day of the Destroyer is a role-playing video game in the science fantasy genre developed for Microsoft Windows by New World Computing and released in 2000 by The 3DO Company. It is the eighth game in the Might and Magic series. The game received middling critical reviews, a first for the typically high-rated series, with several critics citing the game's length and its increasingly dated game engine, which had been left fundamentally unaltered since Might and Magic VI: The Mandate of Heaven in 1998.[4] The game was later ported to PlayStation 2 in Japan and published by Imagineer on September 6, 2001.[5]
Might and Magic VIII is based on the Might and Magic VI game engine, and many of its elements are strongly similar to the previous two titles in the series. Unlike the previous two games, however, Might and Magic VIII introduces a new party management system that allows all but one of the player characters to be hired, dismissed or re-hired at any time during gameplay to vary the composition of the party. The character class system used in the previous two games has similarly been overhauled, with only the Cleric and Knight classes remaining and the Sorcerer class re-tooled as Necromancers. The experience, spells, levelling and skill system present in both previous Might and Magic titles is retained, with only minor updates.
In place of the traditional class system, Might and Magic VIII features non-archetypical playable races. Aside from human Knights, Clerics and Necromancers, the available classes are Minotaurs, Vampires, Dark Elves, Trolls and Dragons, each of whom possesses traits unique to their particular race. The player's party has a maximum size of five characters. The character created by the player at the start of the game remains with the party for the entire game and is referred to as the "Acknowledged Champion of Jadame". The other four slots in the party are filled by recruiting pre-made adventurers encountered during gameplay. Not all slots necessarily need to be filled, although some quests can only be completed with a specific adventurer in the party. Dragons are the only class who cannot be created at startup and must be recruited as pre-made characters, due to being inherently more powerful than other classes.
As with its two predecessors, the game world is divided into fourteen "regions", including five elemental planes, each of which contains a varying mix of explorable towns, dungeons and wildernesses. Enemies are fought in either real-time or turn-based combat, depending on the player's preference.
As in Might and Magic VII: For Blood and Honor, a card game named Arcomage can played by visiting taverns.
In typical Might and Magic fashion, the game is fairly non-linear, so quests can be completed at the player's own leisure, though the completion of storyline quests is essential for progression. Dialogue, lore and exploration are important to progression in the game, with some dungeons involving relevant puzzles. In addition, side quests and dungeons can warrant rewards if completed, but are not vital to the main storyline. Also, promotion quests can increase the capabilities of particular classes of character.
Like Might and Magic VII, the game includes a system of choices which affect fundamental aspects of gameplay. Throughout the course of the storyline, the player is given opportunities to side with either Dragons or Dragon Hunters, and either Sun Priests or Necromancers. These choices are permanent and affect several quests, NPC reactions and available recruitable characters. However, unlike its predecessor, which has two different endings based on which of the two in-game factions the player aligned with, neither side of the conflicts in VIII is labelled Good or Evil, and the game's ending sequence is not affected by the outcome of these choices.
Might and Magic VIII takes place on the fictional world of Enroth, upon the continent of Jadame, and acts as a sequel to Might and Magic VII and Heroes of Might and Magic III: Armageddon's Blade.[6] Over a thousand years ago, the interstellar war between the Ancients and the demon-like Kreegan drove both races off of Enroth, one of the Ancients' many colony worlds.[7] During the millennium since, the original colonists of that world (which include fantasy races as well as humans) built their own society and culture from the ruins, the stories of the Ancients and the Kreegan having long since passed into legend. Ten years ago, as depicted in Might and Magic VI: The Mandate of Heaven, the Kreegan invaded the world. The heroes of Might and Magic VI destroyed the Kreegan Queen, and the last of the Kreegan on the planet were wiped out over the course of Heroes of Might and Magic III: The Restoration of Erathia, Might and Magic VII: For Blood and Honor and Heroes III: Armageddon's Blade.[8] The Ancients, however, anticipating disaster should the Kreegan manage to gain a foothold on the world, had already enacted a scorched earth plan: rather than let the world fall into the hands of their ancient enemies, they would see it destroyed outright.[9]
An android servant of the Ancients, the planeswalker Escaton, arrives in the village of Ravenshore on the continent of Jadame. Approaching the center of town, he summons a giant crystal which unleashes an elemental storm across the continent. There is widespread destruction and the boundaries to the four Elemental Planes are breached. Now elementals and monsters from beyond the boundaries are threatening to invade, fulfilling Escaton's plan to draw the powers of the elements toward the crystal and destroy the world, and the player must assemble a party of heroes to prevent this.
The game features several recurring characters from previous titles in the series, including the Elemental Lords from Might and Magic II, the Ironfists from the Heroes of Might and Magic games, and the necromancers Sandro and Thant from Heroes of Might and Magic III.
The continent of Jadame is first introduced in this game, previously unmentioned in the series. The four elemental gateways appear in the four corners of southern Jadame: the Gateway of Earth on one of the Dagger Wound Islands (southeast), the Gateway of Water in Ravage Roaming (southwest), the Gateway of Air in the Murmurwoods (northwest), and the Gateway of Fire in the Ironsand Desert (northeast). In each case they cause an environmental disaster: a volcano in the Dagger Wound Island chain erupts and the tremors destroy the bridges that link the Lizardman-inhabited islands, the Minotaur undercity in Ravage Roaming is flooded, the trees in a large area of the Murmurwoods are uprooted by the winds, and much of the Troll settlement in Ironsand is destroyed by an explosion of fire. Escaton raised an enormous crystal in the centre of the city of Ravenshore, which acts as the portal to the Plane Between Planes, where the Destroyer resides.
Aggregator | Score |
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GameRankings | 55%[10] |
Publication | Score |
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CNET Gamecenter | 4 out of 10[11] |
Computer Games Strategy Plus | [12] |
Computer Gaming World | [13] |
EP Daily | 7 out of 10[14] |
Famitsu | (PS2) 24 out of 40[5] |
GameRevolution | D[15] |
GameSpot | 6 out of 10[4] |
GameSpy | 75%[16] |
GameZone | 7.5 out of 10[17] |
IGN | 6.5 out of 10[18] |
Next Generation | [19] |
PC Accelerator | 4 out of 10[20] |
PC Gamer (UK) | 27%[21] |
RPGFan | 75%[22] |
The PC version of Might and Magic VIII received mixed reviews according to the review aggregation website GameRankings.[10] It was regarded by many critics as surprisingly inferior to previous titles in the series, though still a passable game. IGN praised the game's rendered cutscenes, storyline, setting and background along with its overall consistency and expansion on the Might and Magic universe, noting these as particularly strong points, but was disappointed with in-game graphics and the reused engine's low modern capabilities, citing these as pitiful compared to other, more modern RPGs.[18]
This was echoed by GameSpot's reviewer, who, though intrigued by the series' addictive charm, was displeased with Might and Magic VIII's tedious interface and pointed out the imbalance of the Dragon character class.[4] GameRevolution's reviewer was dissatisfied with the plot, particularly in comparison to earlier titles, and felt the game was identical to both its prequels.[15] Kevin Rice of NextGen said of the game, "This isn't the bottom of the barrel in RPG gaming, but you can see the bottom from here."[19]
In Japan, the game was ported by Imagineer for the PlayStation 2 under the title Might and Magic: Day of the Destroyer (マイト アンド マジック 〜デイ・オブ・ザ・デストロイヤー〜, Maito ando Majikku 〜Dei obu za Desutoroiyā〜). The game has just a few minor changes. Before this port, the last game in the main series to appear on a console was Might and Magic III: Isles of Terra, almost ten years previously. Famitsu gave the game 24 out of 40.[5]
Catherine Ironfist: I fought alongside elementals in our campaigns against the Kreegan. I found them stalwart and loyal. I know Roland disagrees, but I cannot call their hostility here a case of fickleness.
Melian: Their attacks against the empire of the Ancients disrupted the network of shipping and communications that held us all together, causing the Silence that marks the first year of our modern calendar. Without support from the homeworlds, our fledgling technology failed, bringing us to this sorry state.
Escaton: I am aware that the king and queen of Enroth have rid your world of Kreegans. Still, your world is to be destroyed. Once I am called, I must perform the Convocation. Once the Convocation is begun, it must continue. I was called while Kreegan still lived on your world. It matters not that they were dust by the time I arrived.
Escaton: Your world has fallen so far--it seemed certain you would not be able to defend yourselves against my enemies. Though I underestimated your abilities, and the Kreegans were ultimately destroyed, I still feel that I was right to err on the side of caution.