Might and Magic II: Gates to Another World

Might and Magic II: Gates to Another World

1988
Role-Playing, Sandbox
After the events of Might and Magic Book One: The Secret of the Inner Sanctum, the adventurers who helped Corak defeat Sheltem on VARN take the "Gates to Another World" located in VARN to the land of CRON (Central Research Observational Nacelle). The land of CRON is facing many problems brought on by the encroachment of Sheltem and the adventurers must travel through CRON, the four elemental planes and even through time to help Corak stop Sheltem from flinging CRON into its sun. (wikipedia)
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Might and Magic II: Gates to Another World

1988
Role-Playing, Sandbox
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Avg Percentile 39.25% from 4 total ratings

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(4)
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Rated 26 Oct 2019
75
53rd
Much worse than the first game. The area design feels less interesting, the encounter density is much higher - to the point of tedium -, and some of the design is super trolly (the final puzzle being a prime example). The first game felt almost perfectly paced for my playstyle, granting me the final tier of spells just when I finished the game. By contrast, MM2 is much longer, more repetitive, and replaces the steady stream of cool new spells with a slower, more numbers driven progression. Ew.

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