From Mythos Games--the "legendary makers of
X-Com"--comes Magic and Mayhem, a real-time strategy game with some role-playing
elements. Dont be dismayed by the introductory movie, with its awkward
Claymation-like effects that seem better suited to a comedy routine--Magic and Mayhem may
very well keep you coming back for more. The game consists of a series of small isometric
maps, upon which you array your character and his summoned creatures as you lead them to
victory against opposing wizards and the creatures they command. Each mission has a
specific objective, but almost all of them involve defeating an opposing wizard, and the
story is advanced within the actual scenarios by the familiar who is your characters
constant companion. You play the role of Cornelius, who initially is little more than a
student of the magical arts, newly arrived from the Academy. Upon arriving at your
Uncles abode, you find that preparations have been made for a hasty departure. Your
Uncles most important effects have been left behind, including an odd traveling
apparatus that beckons to you. You take the plunge and board an airship, which deposits
you on the first of the realms that you must ultimately conquer.
To conquer, one
must fight; yet as a mage, Cornelius makes a poor hand-to-hand combatant. However,
Cornelius does excel in the magical arts, and his spells more than make up for his poor
melee skills, since he can both deal direct damage and summon various creatures to deal
(and absorb) damage over time. As the story progresses, he also gains access to many more
spells that do not fit into either of these categories. But Cornelius often depends upon
summoned creatures, particularly when "buffed" by various spells and supported
by healing.
The creatures are varied, and include both ranged attackers such as elves and straight
melee attackers like crocodiles. Some creatures even disappear, or have other intriguing
effects. For example, the unicorn is one of the earliest of the relatively powerful melee
creatures, but its abilities pale in comparison to many of the other creatures.
Nonetheless, it is still useful due to its ability to deal massive damage to undead
creatures.
The creatures you must face are typically under the control of a wizard opposing your
cause. Each of these wizards will barrage you with various spells that you may or may not
be familiar with, pulled from their own specific grimoire. Many of these wizards are quite
difficult to defeat, especially if attacked before youve established a small army of
summoned creatures or gathered any available resources.
The resources of
greatest interest in Magic & Mayhem are mana wells and mana sprites, both which allow
the mana pool to be refilled. If too little mana is available, spells cannot be cast.
Cornelius and the other wizards also have a limited pool of mana which is drawn upon by
each spellcast. Mana sprites may only be collected by wizards, and are used to fill a
portion of the mana pool. Mana wells are permanent features of the terrain that slowly
refill the mana reservoir as long as either Cornelius or one of his summoned creatures is
standing upon it. The effects are cumulative, and controlling more than one mana well will
increase the rate of mana regeneration. As there are only a fixed number of mana wells on
each scenario map, one very effective means of defeating your enemy is to gain control all
of the mana wells. There are also a number of other resources on each map, including food
and wine, which increase the health of your wizard or a summoned creature; creature
statuettes, which allow you to instantly summon a creature without any mana expenditure;
and many other unique items that are either necessary for casting new spells, defeating a
particular scenario, or advancing the story.
The role-playing
aspect of Magic & Mayhem distinguishes it from the plethora of rather mediocre
real-time strategy games currently available. Accomplishing various objectives within a
given scenario yields experience points scaled to the difficulty of the completed task.
Defeating a particularly difficult opponent might provide 50 experience points, while
reading an important scroll might yield only 10. At the end of the scenario, you have the
option of "spending" these points on various attribute advancements. You have
the option of increasing the hit points, mana points, creature control limit, and the
number of spells available to Cornelius at a given time in the areas of Order, Neutral,
and Chaos magics. Each expenditure of experience points will give you an extra spell slot
or an increase in attributes, but the amount of experience points required to increase the
attribute again will rise--in some instances rather substantially.
Each spell entails choosing to use the orderly, neutral, or chaotic effects of a given
spell component. These effects are often diametrically opposed, and if care is taken, a
wide array of spell effects can be put into play. The spell components themselves are
collected within scenarios, often off of the dead bodies of enemy spell casters. Not every
scenario will have a spell component, but enough do to keep your spellcasting strategy
varied.
Towards the
beginning of the game, one can handily defeat each scenario (if on an easy to moderate
difficulty level) by merely gaining control of most of the mana wells. While this remains
a good strategy throughout the game, many maps mix things up by either limiting the mana
wells (including a complete lack in some instances) or by making them difficult to obtain
or hold. However, the more complex strategy of advancing Cornelius and choosing an
appropriate mix of spells is the best route to both victory and appreciation of the game.
Magic & Mayhem is an enjoyable real-time strategy game with a good story and some
role-playing elements. Graphically, it is unimpressive, but the music is rather
well-composed. In spite of its lack of graphic detail, it does manage to impart a
different feel to each of the three realms. I found it to be enjoyable, but I would not
compare it with X-Com, as it invites on the box cover. However, I would recommend it to
someone looking for something a little different from the average real-time strategy game.
--Jeff Peterson