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Review by Victar

"A diamond in the rough - consider trying it if you're interested in the entire Might & Magic RPG series"

Might & Magic Book One: Secret of the Inner Sanctum is an ancient, first-person perspective, turn-based combat computer RPG that began a long series of similar CRPGs, inspired the "Heroes of Might & Magic" fantasy strategy computer games, and even spawned a few action-RPG spinoffs. Today, Might & Magic Book One can most easily be found within assorted Might & Magic RPG collections. There is also an NES version of the game (called "Might & Magic: Secret of the Inner Sanctum"), featuring vastly better graphics and other improvements.

First released in 1987, Might & Magic is an archaic RPG and it shows. There is very little text, and a sparse story. The graphics have no animation and are so primitive as to be fairly hideous. It's a little too easy to accidentally stumble into the jaws of monsters who are far stronger than your party, and die horribly.

Yet despite its unforgiving aspects and flaws, Might & Magic Book One should not be judged too harshly. It is one of the first computer RPGs that actually gave the player a gigantic, nonlinear world to explore, rather than just one dungeon or a series of dungeons. Amid its myriad optional areas and dungeons, there is an overall main plot and an ending, but both are meant to be discovered rather than spoon-fed to the player. This immense freedom deserves to be hailed as a precursor to modern-day open-world RPGs.

More importantly, Might & Magic Book One was genuinely fun, back in the day. Especially when its prime competition included mind-numbing grindfests like Dragon Quest, and tooth-gnashingly difficult quasi-roguelikes like Wizardry. Might & Magic Book One is rather lacking by modern standards, but really, what ancient RPG isn't?

Gameplay: 7/10

Might & Magic's gameplay survives the test of time better than one might guess - provided that one enjoys drawing maps, writing down clues and hints, solving riddles and puzzles, and slowly powering up a team of heroes created from scratch.

Exploration virtually requires drawing maps on 16x16 graph paper grids; there is no automapping feature. You will have to write down any messages or clues you see word-for-word; this is the only way to solve some of the riddles and puzzles.

Most of the riddles and puzzles are strictly verbal. The graphical interface is far too primitive for the spatial puzzles (pushing crates, rearranging portraits, etc.) that one might encounter in any number of console RPGs. You will need to record and closely examine seemingly meaningless strings of letters and numbers. Other puzzles absolutely require meticulous mapmaking.

Combat involves both fixed and random encounters, and it is turn-based and menu-driven. You fight with a team of fighters and magic-users that you create from scratch. Hopefully you chose an effective combination of front-line and back-line adventurers (the default starter party works well enough, though). Gems are limited in supply, so use them judiciously to power your spells. Late in the game, abusing powerful speed potions and the like can be crucial to getting the drop on extra-deadly enemies.

Might & Magic doesn't exactly have permanent death; there are spells to resurrect a dead player. However, there is a state called "eradication", which refers to reducing a player to dust. Only the most horrific monsters can do this, but since bringing a player back from eradication costs him or her precious statistics - and since statistics are extremely difficult and time-consuming to build up - you definitely want to avoid it. Fortunately (and unlike Wizardry!) you do have the option of reloading from your last save if all else fails.

Perhaps Might & Magic's greatest draw is its open world. There is a main narrative, a nefarious villain, and an ending, but simply discovering these is an adventure in and of itself, as you strive to follow in the shoes of the legendary explorer Corak. You can also pursue simple sidequests given by the kings of the land.

Might & Magic's gameplay formula is old, but aside from the lack of automapping, it stands the test of time. If you like challenging, turn-based RPGs and don't mind drawing maps, it's worth a try.

Graphics: 2/10

...uh, yeah. Right. Even by the standards of its time, the graphics for Might & Magic are poorly drawn. Forests, mountains and the like are mashed in the shape of dungeon walls. Monsters are simplistic at best; at worst they are so poorly composed that stylized stick figures would have had more life. You don't see pictures of your party members at all; they're just names and statistics on a black screen. This is not a game to play for its graphics.

For what it's worth, though, the series' graphics improved tremendously in Might & Magic 2, took another quantum leap forward for Might & Magic 3, and stayed excellent thereafter.

Sound/Music: 2/10

There's almost no music outside of attract mode or occasional brief jingles/the mournful dirge when a character dies. Most of the sound effects are computer beeps and such. This is not a game to play for its audio content.

Story: 7/10

Though the limited story is told with very little text, and independent of the party of heroes you create, the game itself actually presents a very strongly connected, rich, and believable fantasy world. It's more than just the inevitable fire dungeon/ice dungeon/glowing crystal maze/etc. crammed into one package. Regions organically flow into one another; each labyrinth you explore has a greater purpose in the order of things than just "here's a place for the heroes to loot".

Perhaps the two most involving aspects of the story are following in the footsteps of the legendary Corak (a recurring theme through Might & Magic V) and uncovering the work of a hidden evil villain. In some ways, experiencing the story of Might & Magic Book One won't have its most profound effect until you're playing Might & Magic V and re-experience the plot of the entire series when you pause to read Corak's journal.

Overall, though, Might & Magic Book One isn't for people who expect a complex, anime-style JRPG narrative. This is a Western RPG, and the main draw here lies in discovering the surprise around the next bend, as well as laboring to make your heroes strong enough to conquer the unexplored challenges ahead.

Summary:

Is Might & Magic Book One worth tracking down and playing?

There are so many good RPGs today - and so many open-world Western RPGs like Dragon Age, Oblivion, or Mass Effect - that a primitive game like Might & Magic Book One can't compare to the latest and greatest RPGs on its stand-alone merits.

Might & Magic Book One is best recommended to players interested in experiencing all or most of the original Might & Magic computer RPG series. Book One still has enough gameplay depth and extraordinary world-building to be considered a classic in its own right. But since the narratives of the first five games all flow together in a common thread between Corak and his malevolent nemesis, the entire series deserves to be experienced from the very beginning. Also, keep in mind that after finishing Might & Magic Book One on the PC, you can choose to export your party into the vastly improved Might & Magic 2 for the PC.

If you love first-person perspective mapping, solving riddles, and challenging combat, and aren't overly troubled by archaic graphics or music, Might & Magic Book One just might be an unforgettable hidden treasure for you - a diamond in the rough, on the road to greater riches.

Reviewer's Score: 6/10, Originally Posted: 11/22/10

Game Release: Might and Magic: Book One (US, 1987)

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Game Detail

Might and Magic: Book One

Titles rated T (Teen) have content that may be suitable for ages 13 and older.

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