| Agreed. M&M VI had repetitive dungeons that were far, far too long for what they offered. The lack of a self-marking map was a drawback, considering how many sites were in the game. And the final section became nothing but a matter of advancing a step, killing a dragon, healing, advancing another step, killing another dragon, healing, and doing that more than 20 times.
I think they got the equation right with M&M VII. Though I also believe that, in their own way, M&M II, III, IV and V were all excellent titles. (VIII was fun, as well, as long as you didn't take a dragon into your party, and stuck with the same group you more or less started with.)
IX was a disaster, but then, it wasn't made by NWC.
__________________ To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe. |