The Magic Candle II: The Four and Forty Retrospective Review

After spending several weeks with the classic RPG sequel, The CRPG Addict has finalized their review of The Magic Candle II: The Four and Forty, giving the game a score of 43 on the GIMLET system. Ultimately, Chet gives it a soft recommendation, as he has a number of quibbles regarding its dungeon design and other elements:
These issues are all the more notable given that I played with a sub-optimal party. I suppose the best way to make the game truly challenging would be to play with a single character, or just two or three.

The story is okay. This is an era in which most games didn't invest much in stories at all, so for that alone, I'm grateful for the detailed backstory, paragraph book, and NPCs. At the same time, aspects of the story didn't make any sense. Why did Zakhad's forces slaughter the forty guardians of the candle and kidnap the Eldens anyway? Why imprison the Eldens in magic candles? Why did Zakhad think that he had successfully led us into a trap when it depended on so many elements outside his control? Consider, too, that freeing the Eldens was only necessary to defeat Zakhad in the game's own Rube Goldberg plot. Otherwise, they were completely unconnected to the Orb of Light.

...

Add them up, and we get a subtotal of 45, but I feel the need to subtract a couple of points. One area that my GIMLET doesn't handle very well is the quality of dungeon exploration. When I've wanted to award points for the creative puzzles of a game like Dungeon Master, I've had to shoe-horn them into "Encounters and Foes" or offer bonus points at the end. Here, I have to do the opposite. Although I liked them in the beginning, by the end of the game, I thought The Magic Candle II's approach to dungeons just sucked. They're too big, they take forever, and they're a nightmare to navigate. To ensure you don't miss an important object or encounter, you have to hit every room, and because teleporters are so common in the dungeons, you have to step on practically every square, which involves a lot of "Repel" and "Walkwater" spells as well as creative party configurations. All the teleporters and ambushes got old fast, and the rooms are all relentlessly predictable--it would have been nice to occasionally enter one with no combats.

Thus, subtracting 2 points, we get the final score of 43, 6 points lower than the original Magic Candle but still not bad. There are enough good elements that it deserves to be in my "recommended" zone; it's just oddly unsatisfying.