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Magic and Mayhem (1999)
Click here to buy this game
(if still available)
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...
Click here to buy this game
| 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"
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