Admiral jimbob
gay as all hell
Remind me not to type "Lord Xeen" into the teleport mirror just to see what happens in future.
WHAT?Admiral jimbob said:Have to say, I'm not enjoying World of Xeen quite as much as MM3.
Ah. Yeah I rank MM3 above MM4, if we split up WOX. The only reason WOX ends up ranking on top is that MM5 is awesome, and drags up WOX as a whole with it.I'm only exploring Cloudside just now
The mines are quite possibly the weakest part of the 3-5 trilogy. Cloudside gets better after it, but Darkside is where it's all at. The world's more interesting and the dungeons are MUCH more atmospheric and fun. And there's the skyway there of course.Also, fuck getting out of the starting town and being thrown immediately into a nine-level dungeon where every floor is exactly the fucking same. Jesus Christ.
Hopefully that'll lift once you cross to the Darkside.Still a good game, but I can't help but be a little disappointed.
The map is included in the GOG version, it's in the additional content. M&M I-VI maps.Admiral jimbob said:Ah, the GOG version has maps for the two starting towns in the manual, but no other maps, so I figured that was all you were given. Ah well.
Admiral jimbob said:Played through most of the first town in MM5, and damn, I'm pretty impressed already.
Don't get your hopes too high about the C&C, there isn't really much of it. At least not on the consequences end.It even has ~dialogue options~ and ~C&C~!
Unlike in 3, where you had to learn the passwords. I didn't like this in 4 because there was a little less incentive to explore - you could just teleport around at will. Thankfully in 5 the teleporters are inactive until quite late in the game, so it's a convenience for quickly moving around in the late game but you can't skip exploration by using it.kmonster said:This map is also very useful for the teleporter passwords.
kmonster said:The map is included in the GOG version, it's in the additional content. M&M I-VI maps.Admiral jimbob said:Ah, the GOG version has maps for the two starting towns in the manual, but no other maps, so I figured that was all you were given. Ah well.
This map is also very useful for the teleporter passwords.
you mean those drawkcab monks (Palindrome) or the map quiz (Sandcaster)?
Admiral jimbob said:Played through most of the first town in MM5, and damn, I'm pretty impressed already.
This. Exactly. Plus it came out less than a year after 6 when I had barely completed it and felt like a "rushed" attempt at milking the cash cow. 6 was the game that brought MM back to life after years in limbo and even if some changes were debatable it "modernized" the franchise (without openly betraying it, this is not Fallout 3) and kicked ass, in comparison 7 only felt like 6'.Varn said:I think MM6 v MM7 comes down to personal preference and whether you played 6 first.
I played 6 first so 7 was "more of the same" with a bit better character system, but a world that felt (and was) smaller and far less interesting
This and Invisibility.DaveO said:MM6 does not have the Protection From Magic abuse that MM7 and MM8 have. The spell is still there in MM6, but from the spell description it only protects against magic spells and not those nasty status effects like poison, disease, death and eradication.
Pretty sure I've had this argument not too long ago, and pretty sure it was with youSkeleTony said:I just cannot for the life of me understand why anyone would pick M&M6 over M&M 7?
Why? because they're too big? It's an exploration/dungeon crawl game. About half the game is supposed to be in dungeons. 7 and 8 forgot about this and put in tiny, tiny dungeons that could be fully cleared out under 10 minutes. THAT was boring. Were 6's dungeons too big? maybe... I mean I don't think so, but I can understand why some people do. But 6's were so much more memorable. I've played 7 more recently yet I remember 6's dungeons MUCH better. The Abandoned Temple with the tunnel in the back of the temple turning into this monstrous complex of caverns, the Temple of Baa in Ironfist with its >100 skeletons ambush, the temple on Hermit's Isle with the ramp spiralling down into the volcano, Castle Darkmoore with its huge spaces and the citadel-within-a-cavern, and of course the Tomb of Varn with its gloriously open spaces... I remember all these very vividly. From 7 I remember... erm... yeah, the Tunnels to Nighon being endlessly boring. Ironically that was the largest dungeon in 7.But I just don't see it. The dungeons and such in 6 bore me.
Yes, this is the one point I have always conceded is a clear unambiguous win for 7.The character system is too constrained(compared to 7).
Story in both is an excuse to explore and dungeon crawl. If anything 7 made the mistake of focusing a little too much on the story, and since it's pretty rubbish it would've been much better to leave it forgotten in the background. M&M may be good at overarching plot, but individual stories were always very meh.The story is no better than 7(maybe worse), not that I care much about story anyway.
This is where I'm gonna have to call bullshit. First, the nonlinearity has nothing to do with just Emerald Isle, though it's a good indication of what's to come. The linearity is about what's available for you to go to. MM6 has 15 large overland maps; you can go to ANY of them right off the bat (whether you survive is a matter I will address shortly). No limitations, no artificial obstacles (really, how could you use "artificial" about 6?). Now let's compare to MM7: 12 large maps (Emerald Isle doesn't count for obvious reasons), only 8 of which are available straight away. That's HALF of MM6. Of the remaining, 2 you have to go through a chain of dungeons to get to, and another 2 you have to actually complete quests to access. You know, like in Arcania.The alleged 'non-linearity' at the beginning of M&M 6 is bullshit...very artificial(I would rather start out on Emerald Isle and be unable to 'go wherever I want' than to be given the M&M 6 'You can go wherever but you will die if you don't start with these goblins in the starting town'
Significant? really? 5 or 6 points in a system where stats go into the hundreds?*MM7 allows nonhuman races with significant stat differences.
Yes, that goes into the skill system, which we agree is superior in 7.*MM7 has more classes.
Which would've been nice if you actually got to choose your promotion... which you don't, as it's tied to which side you picked. So if you want a Ninja AND a Priest of Light you're out of luck.'C&C' type relations of skills to classes
Completely disagree. They took out Relics, which were the single most interesting thing about items in MM6, and something you very rarely see in CRPG's. In all other ways it was pretty much the same as 6.*Much more interesting items to find in MM 7 IMO.
Fuck no. Dungeons were bland and completely forgettable (see above), overland areas were far more generic, and each existed in its own little world instead of giving the impression as in 6 that one continuous world was just cut up into 15 pieces for engine limitations. Of all the 3D games, 6's world is the only one that felt like it was built in the same way as in 1-5. NPC's and quests were pretty much the same, if anything I find the rulers' quests in 6 to be much more varied and fun than the MQ in 7 (though the multiple choices with relation to the way was a nice touch). Cities... Celeste and The Pit were better than anything in 6, but (hello linearity) they're only accessible in the late game for absolutely no reason whatsoever.*More interesting quests, dungeons, overland areas, cities, NPCs, etc.