Might and Magic: Swords of Xeen (PC) Review

Date purchased: May 3, 1996
Price paid: $24.99
Dates played: Sept. to Oct. 2015
Playtime: Unknown
Date reviewed: Oct. 21, 2015
Date posted: Jan. 1, 2023
Rating: 1/10

More like Might and Magic: S-Words of Xeen. This game is atrocious. This was never originally commercially available by itself, and was only first bundled with a Might and Magic 3-5 release, which I bought just for this game. It should have stayed unreleased. I believe it was a fan-made scenario built on the World of Xeen's engine.

Unlike every other Might and Magic entry, the default party is extremely difficult to use and is a terrible mix of classes for being successful. Right off the bat, the first monsters you run into are extremely hard to hit physically. The best thing to do is to make a party of all magic casters, since physical attacks are next to useless for the vast majority of the game. You'll also need to know what spells to buy before setting off, since very quickly, you'll lose access to the opening town and will be unable to get anything you missed for quite some time. The monsters the game throws at you might be at about the same level as you'd run into at your party's level in World of Xeen, except that there are hardly any stat boosts (absolutely none for quite a while) and you don't get any decent equipment, which you would have at that point in World of Xeen. And when you do start actually doing physical damage, it throws a new set of enemies at you that are almost impossible to physically damage.

The world is the size of Clouds and Darkside combined, which is pretty big, except that there is very little to do in it. Most of the few quests you pick up give you no experience for completing them, and give virtually useless items. There aren't many monsters, either, so you won't be leveling up very much. The characters start at Level 8 for a newly created character, and Level 9 for the default characters, and I beat the game at Level 30 (which is pretty low for the Xeen games). This makes any exploration extremely tedious, since you will probably need to heal up after just about every battle.

Most of my time was spent constantly going back to the fountains that either replenish HP & SP or give temporary stat boosts. I also got down the button pattern of Tab (game menu), Q (quit), F3 (previous command in DOS), L (load game), 1 (save game number), since so many battles come down to hoping the RNG goes in your favor because otherwise, you'll spend a lot of time not hitting and waiting to get wiped out. This was also the first time I ever had to use Mr. Wizard (which will teleport you back to the starting point in exchange for all the Gems your party is carrying), since there is one area where you cannot exit by any other means, other than by solving two riddles that have absolutely no in-game clues and aren't based on the real world.

There are so many things that look to have had plans for it to do, or be a part of, something and then never got implemented. Several stat boost locations seem to be obviously permanent, only to be temporary. Structure locations on the map don't match the structure's actual location. Water resident enemies that can venture onto land that shouldn't. And the final dungeon needing to have every buff in the game just to hit any of the enemies (I literally spent 10 minutes in a single battle just holding down A (attack) to watch ~95% of my attacks miss). The pathetic ending is apropos to the rest of the game.

Whatever you do, avoid this game. Which is really a shame, considering the game it was built on.