From HandWiki - Reading time: 9 min
| Might and Magic IV: Clouds of Xeen | |
|---|---|
| Developer(s) | New World Computing |
| Publisher(s) | New World Computing |
| Director(s) | Jon Van Caneghem |
| Programmer(s) |
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| Composer(s) |
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| Series | Might and Magic |
| Platform(s) | MS-DOS, FM Towns, NEC PC-9801 |
| Release | 1992 |
| Genre(s) | Role-playing video game |
| Mode(s) | Single-player |
Might and Magic IV: Clouds of Xeen (originally released as Might and Magic: Clouds of Xeen) is the fourth installment in the Might and Magic series by New World Computing.
Might and Magic IV focuses on the events that occur after the adventurers of Might and Magic III set off to follow Sheltem after he escapes from Terra. Trouble is brewing in the land of Xeen. A mysterious villain by the name of Lord Xeen has imprisoned Crodo, overseer of Xeen, in a tower and is unleashing havoc across the land. A new band of adventurers must be formed to stop him and save both the Clouds of Xeen and the underground town of Shangri-La.

Might and Magic IV uses a game engine based on that used by Might and Magic III, and the gameplay is almost identical. More emphasis is placed on cutscenes than in the earlier game, possibly due to the availability of larger hard drives.
This game and its successor, Might and Magic V can be combined to make one large game, World of Xeen. In-game, this is visualised as either game being a 'side' of a flat, rectangular planetoid. In the combined game, areas in both games become available that are impossible to access in the standalone games. Both game's endings can be achieved, after either of which gameplay continues. A third ending is available in the combined games only.
The game was available initially on floppy disc but was also released on CD. Might and Magic IV and V were some of the very first Western games to come out on CD, although Japanese studios had been using the CD-ROM medium since 1988.[1] They were also the first games to come out where every character's dialogs are recorded on the CDs; the software plays the CD back at specific tracks, seeking to the proper second offset within the track. [citation needed]
Clouds of Xeen introduced several new features into the series. This included a notes section which kept track of important information such as quests, clues, passwords, and the coordinates of locations of note. It also had a difficulty setting where you could select Adventurer or Warrior, with the latter having more challenging enemies in combat, but no other gameplay differences. It also had a separate inventory for quest items which kept the player from accidentally discarding or selling critical items.[2]
Computer Gaming World' Scorpia stated in 1993 that "There isn't much plot to Clouds of Xeen ... The world is rather empty of everyday people", similar to previous games in the series. She criticized the ending for being too binary: "if you have the right item, Xeen is toast; if you don't have it, your party is toast ... makes the confrontation almost pointless". Scorpia nonetheless concluded that both "hard-core Might & Magic fans" and some others might enjoy the game.[2] She later that year advised players to install and play Clouds and Might & Magic V: Darkside of Xeen together for "the most enjoyment".[3] The game was reviewed in 1993 in Dragon #191 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 5 out of 5 stars.[4] Might and Magic: World of Xeen (comprising Clouds of Xeen and Dark Side of Xeen) was reviewed in 1994 in Dragon #201 by Sandy Petersen in the "Eye of the Monitor" column. Petersen gave the compilation 3 out of 5 stars.[5]
Barry Brenesal of PC Magazine wrote that "some fans may ... find the game too easy, with few puzzles to bedevil the novice adventurer." However, he considered the game "well crafted and visually entertaining", and believed that it should be "enjoyed as a free ride through the imaginations of New World Computing's artists."[6]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]
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