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----------------- Feel free to contribute. As always, review submissions are accepted! ------------------ Also reviewed: Star Wars, Episode 1: The Phantom Menace, on DVD ------------------ Sidebar:: ----------------- "When is a cheat code not cheating...?" Answer: when its a feature that should've been inherent in the game in the first place. Case in point: the save game code for Azurik. Step one, you must stand perfectly still...and I mean, perfectly still, not even on a platform that moves, or the save game may be corrupted. This also means no enemies kicking you a new one, no standing on platforms that sometimes move; no movement at all! After stillness of Azurik is a guarantee, press the White button, then Up on the directional disc, then down, then press A, then press B, and finally, press "in" the button built into the right joystick. Do it quickly (a la a Dead or Alive 3 code), or it won't register. If it fails the first time (my gamepad's a little edgy!), try again...it works! Once you make it to the Air realm, you're going to need this code. Trust me. ----------------- Need help surviving this game's elemental worlds? Click here to buy: Azurik: Rise of Perathia: Prima's Official Strategy Guide ---------------- |
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Azurik:Rise of PerathiaClick graphic, above, to order this game (X-BOX) A Techtite ReviewAzurik is yet another example of X-box's quite different yet graphically superior games upon the system's opening launch. While this is another game with Microsoft's own logo in the opening credits, it is often as different from Halo as night and day. If you think that's a very bad thing, you're wrong; it's only a slightly bad thing...and if it wasn't for the most preventable of game design flaws, Azurik would be second only to Halo as THE game to buy for any new X-box system.
Aiding you in this quest is a powerful
weapon; your only weapon. This double-bladed magic staff gains
powers as you collect them. In time, you can fight fire
monsters with water, Such powers also aid you in adventure-game related puzzles along the way. Harnessing the power of air allows you to have wings for a short time; "Level 1" air power allows for a super-jump of sorts (the wings only flap once, then disappear), while Level 3 allows for wings that can help you go for long lengths in any direction. Harnessing the power of fire assists in dark areas (in at least two points, this helps you see your way across catwalks in pitch-black caves). Harnessing the power of water can, quite simply, put out any number of "firewalls" placed inexplicably throughout the realm. This all adds some amusing adventure puzzles to an otherwise action-only game title. In most cases, an obstacle is solved by either discerning the right elemental spell, or searching for the orbs that upgrade your powers, if they aren't strong enough yet.
Game gripes I had with Azurik weren't "major" gripes per se; I was addicted enough to play this game for several nights, well into the wee hours (I had a tad less enthusiasm with Obi-Wan, thanks to its excessive battle droid missions. As for Shrek, 4-get it!). What annoys me about Azurik's limitations, however, is that every single one of them was preventable, with just the smallest amount of "tweaking" in the game. For one thing, the toughness of enemies was repetitive and --unlike the environments themselves-- boring. Hitting, hitting, hitting, and still hitting the exact same enemy is tiresome. As soon as you discerned what element was that enemy's biggest weakness, their defeat should've been as easy as one hit. Likewise for big victories, like defeating the big bosses of each element, to retrieve the last piece of each magical disc. This leads to an automatic return to the temple in the middle of town, and should lead to no less than hoots and cheers from your peers. Not so; throughout the game, they all say the same sound bytes, like "Don't give up!" and "You're our only hope, Azurik." I would've preferred some accolades here, not unlike the praise received when saving the small desert town from similar elemental monsters in 1990's Quest for Glory 2. You'd expect the townsfolk here to gradually say something like, "You restored the water disc! Cool!" or "Hey, my indoor plumbing works again. You rock!"
Aside from that, however, I had a good time playing Azurik. It may not have the marketing muscle of Oddworld, though its colorful, vibrant worlds seem much more suited for the Box than that grayish-darkish game title. Some adventure game puzzles may also be too complex for the modern "aim/shoot/repeat" generation of action gamers, though to this old-school adventure gamer, it was a welcome change. If you're into a little thought in your games --and have a fair amount of patience-- I'd give Azurik a shot. It's not like you can play Halo forever.
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