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WIZARDS & WARRIORS
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Fantasy role playing at its best

By WILLIAM BARKER

Feel the cold bite of steel you decayed philanthropist! A friend once asked me RPG stood for. I told him 'repeat play syndrome'. He asked where the 's' came from and after a heated debate about the synergies between the letters 's', 'g' and garden gnomes - fearing he would try to take away my games - I split his skull in two with a silver bladed battle-axe.

Soon after mopping up the blood it was time to install Heuristic Park's FRPG (the 'f' stands for fatal) and embark on what would be, I knew, a rewarding investment of time. D.W. Bradley helped out with much of the game and most core RPGers will know who this bloke is.

Possibly most famous for Crusaders of the Dark Savant, circa 1992 (Wizardry 7), Mister Bradley has a talent for creating absorbing and entirely playable titles and this is more evident than ever with Wizards and Warriors.

The plot goes something like this: In Gael Serran, a realm full of evil trolls and scantily clad pixies, something sinister has arisen. An undead Pharaoh named Cet Ude D'ua Khanhas (his friends call him Sugar Daddy) busted out of a magical jail and is raiding 7-Elevens with alarming frequency.

With the help of a reptilian overlord and a messenger straight from the Gods, you must defeat this evil slurpee-devouring fiend. But that's not all. A sacred and magically imbued weapon, the Mavin Sword, is the only object capable of obliterating this undead wrongdoer once and for all.

From the outset, you can see Bradley's influences on the game. From the six-member party's to the magic system - it is all styled in typical D.W. spirit. After watching the intro you begin your adventure in a small village. The village is a 2D image that uses parallax scrolling to great effect and will have older gamers thrashing around in fits of nostalgic ecstasy. In essence, this simplified town system streamlines buying, selling and questing as everything is within easy reach.

From here you must go to the inn and create a party. There are numerous races to choose from, each with pros and cons, but only four character classes. This isn't really an issue as later in the game, when your characters have a propensity for slaughter, you will unlock a number of exclusive classes, such as the ninja and warlock.

The game is played out in real-time and two choices are available for combat: phased and real time. This was initially my first gripe with the game, but persevere I did. With a little help from father time, the combat system grew on me. Phased would be the pick of the two as the style of game and intensity of some battles will leave you gasping for breath in the real-time combat mode.

Those who have been spoiled by the likes of Final Fantasy et al will stare at W&W; reproachfully as there is little strategy involved. If you've got a big enough sword and a super-charged spell-book then slay away. Otherwise it's a case of trying other means, such as confusion spells, some magical items or perhaps even to retreat.

The gameplay is definitely the best portion of the game. Completing the hundreds of quests and slaying all the capitalist pigs, err, beasties, will be what keeps gamers going. It's all too addictive if you ask me. The only problem I had was with the mouse control - they won't let you invert it. Damn you Heuristic Park! Damn you!! Otherwise it's all peaches and cream.

The audio/visual aspect is in there but there's not much that needs to be said other than it fills in the gaps that the gameplay couldn't. 3D, texture maps, plenty of trees, that sort of thing. An arbologists dream you might say.

In the end, Wizards and Warriors is a massive undertaking that will do for fans of classic RPGs what silicon did to Baywatch. It's all good.

 

ORIGINALITY 90%
SOUND/GRAPHICS 70%
PLAYABILITY 90%
ADDICTION 95%
ENJOYMENT 80%