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 Magic and Mayhem (1999)

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(if still available)

A Review by Techtite

Magic & Mayhem is one of those game releases each year, which seems to come from out of nowhere. Although released overseas a year earlier, games like M&M are often overlooked because of US releases with more glitzy and glossy advertising dollars. In most cases, these imported entertainment products are the ones you really shouldn't miss. Magic and Mayhem is, in some ways, one of those titles.

What made me buy this title is because it was made by the people who brought us X-Com; the great strategy game where you defend Earth against alien invasion. In the translation from a battle-of-the-future to a battle-of-the-mystics, however, gamers may be either pleased or upset at what qualities of X-com are kept, and which are not. On the good side, game maps are (for the most part) random; you will never re-enter an area with the exact same map, nor will you fight the same creatures, in the same way. Due to a linear storyline (more on that later), buildings and objects important to the story are always there with little change. However, the battle itself, and most of the terrain you fight in, is quite different each time. You also get to choose the spells you'll have in each mission, similar to X-Com's choices in battle gear...

It's important to choose the right spells each mission. How? On your travels, you find various magic artifacts. Each artifact can be used for three spell types; Law, Neutrality, or Chaos. One artifact, for example, may create fire if used for its Chaos spell, though can also create wings ("Law"). Neutral spell choices are usually something good or bad to everything in range (a thunderstorm, for example). You can only use an element for one of the three spells, however, for each mission. In other words, whatever spells chosen are unchanged until that mission is concluded. There are 21 elements in all, with a total of 63 different spell choices!

Unlike X-Com, you enter each area alone; not with a "team" of any kind. Some mystic allies join you in major battles, though this is rare. As a rule, allies in battle are created with summon spells. You can summon as many creatures as your current magic strength allows, with each summoned creature completely under your control (just like in X-Com). When all your "magic" allies are defeated, just summon more creatures (presuming you have enough spell power left), and the battle continues, until either you or the enemy mystic is defeated (not just his own summoned creatures). One nice game feature is that you cannot "die" per se; if you lose a magic battle, it only means going back to the main map, where you can re-play that mission until you win (perhaps with a new choice in spells!).

Some people may be upset at how linear the single player storyline is. Maybe I am just being picky, since this storyline does include three islands, with a total of 36 completely unique areas to explore. The story itself is also totally intriguing and more than worth reading the "dialog boxes" spoken along the way. Still, it is quite linear. You go to area 1, then 2, then 3, with very few choices in pathline. At times, you can choose which of three places to go to first, though that's it. While this leads to a tolerable ending, optional ending choices would have been nice as well; by then, any of half a dozen possible plot branches could have happened! However, again, it's definitely a story worth telling...

It's the Quick Battle option where this game really shines. You can play over the internet (!), or have the computer play against you, in a randomly generated map (much like Diablo, with more diverse environment types). You can choose the scenery wanted (a castle, forest, swamp, or mountain range, for example), the amount of spells each mystic is limited to, and even set a time limit! Quick Battles will definitely keep you playing the game for a few more extra days, if not weeks; a nice addition...

Conclusion : Definitely worth a look for Diablo fans; X-Com fans may be quite surprised, though, by its single-player design. Via a linear storyline, the makers of X-Com have given us a sequel to Ultima 7 instead. However, for Ultima fans, this is a very good thing (especially when Ultima 9 was rather disappointing). The storyline that unfolds, with its added musical score and unique spells, is extremely intriguing. I found it a very worthwhile purchase...

Final Rating : Large Crater. 2D graphics, though still very good 2D! Easy to play, and fun. Very worth searching for. A nice, "medieval" X-com...

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All text, Title graphics, and pix not of reviewed product, are created by Techtite, copyright 2000; all rights reserved. Screen captures of program reviewed are discrete thumbnails, used only for the purpose of review, and by no means represent any affiliation with Techtite and the distributors of that product. For further "legalese" & disclaimers, click here...