In Might and Magic 2: Gates to Another World, the designers apparently decided that the best way to reward players for finishing the first game was to throw them into a world that is larger, stranger, and far less forgiving. The continent of Cron is a place where castles hide secrets, dungeons feel endless, and the local wildlife would very much like to eat your party. Like many late-80s RPGs, it assumes you enjoy mapping labyrinths on graph paper and occasionally wondering if the developers secretly hated you. Yet there’s a wonderful sense of discovery: new spells, weird puzzles, and towns that feel like tiny adventures of their own. It’s messy, sprawling, and sometimes baffling—but also oddly charming, like a fantasy novel written by someone who had far too much coffee and absolutely no interest in making things simple.
Computer Gaming World Issue 57 (1989) - "The original game, while not perfect, was imaginative and interesting, and showed great promise for future entries in the series. However, Might & Magic II seems to have swerved off the path in the boring "monster mash/Monty Haul" direction, where ever-more-powerful characters with ever-more-powerful weapons fight ever-more-powerful monsters until it all escalates into the realm of the ludicrous. Bottom line: Not up to par with the original; great graphics but emphasis on combat overshadows all else. Great for monster mash lovers, but not recommended for others."
Zero Magazine Issue 7 (1990) - "Might And Magic II is an open- ended adventure game in which you can wander almost anywhere and do almost anything. There are no set goals and no preset characters that you have to use. In fact, it's all rather confusing at first as you plough about beating up poor defenceless goblins and getting, erm... nowhere really."
More information on Might and Magic 2: Gates to Another World
Status: abandonware Also published for: Apple II, C64, MSX, Amiga, Mac, Mega Drive, SNES Abandonware DOS views: 23520
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