One of the hard truths I've had to come to accept in recent years is that the current youth generation do not engage with blobbers - and needless to say the industry (perhaps in part due to its youth?) does not give a shit about anyone who is over the age of 25.
Well, I'm 26, so maybe I don't EXACTLY qualify as a youth anymore (I even have a whole bunch of gray hairs already
), but I actually finished Isles of Terra a couple of days ago for the very first time! I started playing it a year or two ago, but never finished it, so I gave it another spin when I was home sick a couple of weeks ago, and I basically didn't stop playing.
Not that anyone's interested I suppose, but here are some of the totally random pros and cons that come to my mind right now, without any rose-tinted glasses:
Pros:
- Gameplay: I never thoughts I was going to say this, but I actually really think the somewhat "streamlined" gameplay has helped the game age really well. It's a pretty fast paced game for its time. Combat is fast and snappy, movement and exploration is quick, most dungeons don't take days to get through. It rarely feels tedious.
- No respawns/random encounters: this was such a nice surprise. I usually find that random encounters and/or trash mobs usually make games too tedious to finish them, so I really liked this. When I cleared a map, I could move on to the next. Bam. Done.
- On a similar note, I do like the mechanic of clearing out the monster nests. Nothing shocking, but I liked that whenever I entered a new zone, the first priority was finding the nests, and only then would I begin lawn-mowing the entire area.
- It was pretty impressive to see that the game actually had a quest-log of sorts, that even tracked how many orbs you've given to each of the kings! I definitely wasn't expecting that!
- The graphics may be super cheesy, but I really like them. They're nice, vibrant, colorful, detailed and come packed with some over-the-top animations. The game holds up really, really well. I think it has aged SO much better than, say, MM6. Don't get me wrong, MM6 is 3D blobber heaven, but it looks like fucking shit.
- Roland MT-32 sound support is ace. There are some nice extra sound effects, and I really like the MT-32 versions most of the tracks.
- While a little bit too much like the standard "Collect the Maguffins" plot, I did like the collecting of the orbs, more specifically, I liked that there were 31 in total but you only needed 11 to move to the endgame. I collected them all, obviously, but if you don't want too, more power to you!
- Outdoor environments and overworld: I realize this may sound stupid, but I LOVE blobbers where there's an outdoor environment and non-linear exploration. There's so many of them that don't feature an actual overworld, and I think that's a shame, cause it's one of my favorite aspects of all the MM games.
- The cheesy Science-Fantasy nonsense. It may all be a little silly, but I like this stuff.
- Like all the Might and Magic games, it excels at the feeling of party growth. It's great at making you feel like a terrible neophyte at first, and an absolute bunch of gods by the end. I can't think of another series of games that does this so well.
Cons:
- Music is way too repetitive
- Terrible item management: why the hell do I need to go to a store to "identify" an item every time I want to know what it does? Playing without an item list is incredibly tedious.
- Another thing about item management: equipment slots basically take up inventory space, and things become a little cramped at the end. I dumped most of the stuff in the final hours of the game because I couldn't be arsed anymore.
- I liked most of the puzzles/riddles, but a couple of them are retarded, or plain annoying, like in the Arachnoid Cave. I admit, I had to look up a bunch of them.
- As opposed to the Orbs, collecting the Sequencing Cards is not all that fun, because you need to trudge through every square inch to make sure you didn't miss a single one. Also, I only found out in the last hour of game or so what the hell they were even for. You learn about the Orbs at the very start of the game at least.
- Difficulty: It's overall a pretty damn easy game. I found that the latter half of the game can mostly be cleared by spamming attack all the time.
- Lockpicking: You can start without a Ninja/Robber and thus have no lockpicking skill. That's all fine and stuff, but a lockpicking trainer is introduced way too late in the game.
- Lack of feedback is pretty classic for older games. One thing that I find especially baffling is that there never is a way to determine damage output? Your character screens doesn't tell you anything about your equipped weapon, and there's no combat log or info on enemy health, so that sucks too. This leaves some of the underlying mechanics rather vague IMO.
- Choice: Choosing one of the three Kings doesn't matter one bit. Neither could I find any purpose for the the alignment of the party members?
- Shit ending: you get into the final pyramid, delve a little deeper, a message pops-up that basically says "Look over there: Corak is fighting Sheltem!", you enter a tube and BOOM, the game is done. No final boss, no credits, no nothing. Just a 10 second long video of a spaceship flying away.
- Controls: like other games from the era, these seem to have been designed for either keyboard or mouse. Not keyboard AND mouse. I hate that. It does control just fine with just the keyboard though.
Overall, yeah it's pretty ace. It's not a super-deep cRPG experience trying to compete with the likes of Wizardry 6/7, but that's okay, cause that makes it a very solid game for people trying to get into this genre. In short, the perfect way to catch the blobber-fever!
Might and Magic III: Isles Of Terra deserves a solid stamp of approval