
Only relatively recently did it seed spiritual sequels such as Worlds of Magic, Endless Legend and Elemental: War of Magic but, aside from a few unofficial patches, it seemed to be an evolutionary dead end. A spruced-up version of the game saw a Japan-only release for the Playstation in 1997, but a reported and much anticipated sequel never surfaced.

After several patches, an improved (though still imbalanced) version of the game built a considerable cult following and continued to stand alone as a pure example of fantasy 4X, substantially removed from cousins like Age of Wonders and Heroes of Might and Magic. In spite of this, Master of Magic endured. Many of these stemmed from how complex and customizable the game was, with its extraordinary array of spells and mythical beasts. Originally created in 1994 by Simtex, the same team responsible for the better-known Master of Orion, it didn’t receive a strong reception upon release and became notorious for a host of bugs and dramatic imbalances. The most concise way of describing it would be “Civilization with wizards,” with similar city management and exploration, hundreds of spells replacing the tech tree, and armies of twisting gorgons and frothing hellhounds chewing each other to pieces across two different planes of existence.

But first, if you’ve never before encountered Master of Magic, it can be difficult to fully fathom what all the fuss is about.
