The Plucky Little Ninja
07-30-2005, 04:18 PM
Possible pointless rambling warning!
I snagged a copy of Might and Magic: Gates to Another World (Genesis) of of Ebay a few days ago. I've built up a decent collection of Genesis games over the years, but this cart brings me one step closer to replacing the ones I sold to Funcoland back in Jr. High. I managed to go through childhood only once selling carts to Funcoland. Even back then I just didn't see the point in getting rid of them. I knew that I'd get more joy out of them in the years to come than I would out of the $5 that selling them would have provided.
That one sale to Funcoland was, in retrospect, fairly stupid. OK really, really stupid. I let go the following, complete in boxes, with manuals and hintbooks: Shining Force, Warsong, Sword of Vermillion, Golden Axe, Revenge of Shinobi, and Might and Magic. What did I trade these for. What game was going to be so great that it would justify losing 6 of my favorite games.
Mortal Kombat II
Yeah....noodle that one for awhile.
I've managed to replace Shining Force, Warsong, a cart only copy of Vermillion, and now Might and Magic.
When I was younger I loved Might and Magic.
My brothers thought I was out of my damn mind. Watching someone play the game you can tell why. The landscape leaps at you block by block, your characters are little more than names and a list of statistics, and the enemies don't so much attack you as dance for your amusement while the text explains how you're getting your ass manhandled.
Over the years I must have passed off my love of this game as youthful folly, but I plugged it in for the first time in a decade and I haven't been able to pull myself away from it. They just don't make RPG's like this anymore. At least not for the consoles. It's so nonlinear. Hell, I beat it when I was younger and I still don't know what the story was about. There's just so much to explore, so much to do. I think it seems so much bigger than the games of today because it's so crude. Games with create-a-character modes give you a lot of choices, but the pallett is always going to be limited. Not so with the old dungeon crawlers. Your characters looked however the heck you wanted them to look. Well, at least in your head. The monsters you fought and the sounds of battle were only as big as you could picture them. I guess this is what I love most about the classics.
Games today have so much potential for exploration, but it just feels like it's wasted. GTA: San Andreas has a massive world to explore, but there's really no point in doing it. There are no real benefits to landing all the hidden jumps, and the rewards for finding all the horseshoes and clams just isn't worth the trouble. There aren't enough RPG/Character building elements to make it all worthwhile.
Modern RPG's, on the other hand, have grown so fixated on linear stories that they can't risk throwing the game balance out of whack by providing loads and loads of sidequests and game busting power ups. What's the last non-MMORPG that let you explore the entire world map right off the bat? The only thing that held you back was the fear of getting obliterated by strong enemies. Hell that's half the fun of Might and Magic. Growing so freakin' powerful that 99% of the creatures in the game can't even touch you.
So that's enough of my bitching for now. This wasn't meant to be a condemnation of modern gaming. I think many of the games being pumped out now are among the greatest ever made. I just needed to send a little love letter to some of the elements that seem to have been forgotten in recent years.
Here's to taking a first level character to a crypt he has no business visiting, and getting properly slaughtered because of it.
I snagged a copy of Might and Magic: Gates to Another World (Genesis) of of Ebay a few days ago. I've built up a decent collection of Genesis games over the years, but this cart brings me one step closer to replacing the ones I sold to Funcoland back in Jr. High. I managed to go through childhood only once selling carts to Funcoland. Even back then I just didn't see the point in getting rid of them. I knew that I'd get more joy out of them in the years to come than I would out of the $5 that selling them would have provided.
That one sale to Funcoland was, in retrospect, fairly stupid. OK really, really stupid. I let go the following, complete in boxes, with manuals and hintbooks: Shining Force, Warsong, Sword of Vermillion, Golden Axe, Revenge of Shinobi, and Might and Magic. What did I trade these for. What game was going to be so great that it would justify losing 6 of my favorite games.
Mortal Kombat II
Yeah....noodle that one for awhile.
I've managed to replace Shining Force, Warsong, a cart only copy of Vermillion, and now Might and Magic.
When I was younger I loved Might and Magic.
My brothers thought I was out of my damn mind. Watching someone play the game you can tell why. The landscape leaps at you block by block, your characters are little more than names and a list of statistics, and the enemies don't so much attack you as dance for your amusement while the text explains how you're getting your ass manhandled.
Over the years I must have passed off my love of this game as youthful folly, but I plugged it in for the first time in a decade and I haven't been able to pull myself away from it. They just don't make RPG's like this anymore. At least not for the consoles. It's so nonlinear. Hell, I beat it when I was younger and I still don't know what the story was about. There's just so much to explore, so much to do. I think it seems so much bigger than the games of today because it's so crude. Games with create-a-character modes give you a lot of choices, but the pallett is always going to be limited. Not so with the old dungeon crawlers. Your characters looked however the heck you wanted them to look. Well, at least in your head. The monsters you fought and the sounds of battle were only as big as you could picture them. I guess this is what I love most about the classics.
Games today have so much potential for exploration, but it just feels like it's wasted. GTA: San Andreas has a massive world to explore, but there's really no point in doing it. There are no real benefits to landing all the hidden jumps, and the rewards for finding all the horseshoes and clams just isn't worth the trouble. There aren't enough RPG/Character building elements to make it all worthwhile.
Modern RPG's, on the other hand, have grown so fixated on linear stories that they can't risk throwing the game balance out of whack by providing loads and loads of sidequests and game busting power ups. What's the last non-MMORPG that let you explore the entire world map right off the bat? The only thing that held you back was the fear of getting obliterated by strong enemies. Hell that's half the fun of Might and Magic. Growing so freakin' powerful that 99% of the creatures in the game can't even touch you.
So that's enough of my bitching for now. This wasn't meant to be a condemnation of modern gaming. I think many of the games being pumped out now are among the greatest ever made. I just needed to send a little love letter to some of the elements that seem to have been forgotten in recent years.
Here's to taking a first level character to a crypt he has no business visiting, and getting properly slaughtered because of it.