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If I do 3d6 + 9 damage plus an extra 2 poison damage and you have
an armour class of 23, exactly how much damage will I cause when
fully rested? Um… twenty - no, thirty - Oh who cares, just hit the
bloomin' thing! That's definitely the attitude of Avencast: Rise
of the Mage, a new action RPG from developers ClockStone Software,
who have played the alchemists here, opting for the rather unusual
technique of combining role-playing, shooting and beat 'em up elements
into this mixed bag of a game. Disappointingly, even though I love
to see games trying something new, Avencast does seem to get a bit
muddled and unsure of what it actually is.
The
story is, reassuringly, not as mixed as the gameplay, starting some
time before the game begins when a mage is born and orphaned at
an early age - Harry
Potter should come to mind at this point. Unlike Harry, the
now adopted young mage (or collected from where he was abandoned)
has learned all that he can from his new father. Exhausting the
knowledge at home, he leaves to study at Avencast - the academy
for magic and wizardry - and after a few years have passed in this
Hogwarts-like school of magic, our would-be hero is nearing his
stroppy teenager phase and the game begins, with the young mage
sleeping at his desk instead of paying attention to his alchemy
lecturer - typical student! His closed eyes and clear lack of attention
rather annoys the lecturer, who opts for the rude awakening approach,
casting an odd, green coloured, but thankfully, harmless spell.
Awakening with a jolt and after a brief "You are not listening!"
speech, you, now in direct control of the ill-attentive mage, are
sent to the headmaster's room - uh oh!
The
headmaster (who, by the way, is not called Dumbledore) unexpectedly
treats you rather leniently, giving you three tasks to complete
under the guise of preparing yourself for the dreaded final exam.
These initial quests are fairly simple and act as a tutorial to
ease you into the slightly odd yet familiar game mechanics.
The
gameplay is familiar because it is most definitely an action RPG,
perhaps more so than other action RPGs - you have the standard RPG
collect, trade and equip fantasy items and then the more unusual
action elements - dodging, rolling, blasting away with hugely over-the-top
spells and combo-infused melee attacks. It's closer to an action
third person shooter such as Shadowgrounds
than a RPG, ditching all that boring (and often confusing) maths
to get down and dirty with abilities firmly placed on your
skill, not your in-game avatar's. This shooter-like feel is demonstrated
as soon as you begin the game, as a simple right-click "shoots"
a small purple ball of magical energy in the direction your hero
is facing - controlled by the mouse. Using the mouse grants quick,
smooth movement but takes a bit of getting use to, even when using
the so called 'novice' control mode; in fact, all the three possible
control modes are a bit confusing and not really explained as well
as they could be. For example, novice mode moves your character
in relation to the screen - moving right moves your player towards
the bottom of the screen sometimes. In my opinion it is best to
stick with the third option - a standard chase-cam (a camera that
hovers just above head-height and follows behind you, pointing in
the direction you are facing) as used in World
of Warcraft and Requital,
but despite problems it's still nice that you are given a choice
of three ways to control your character, and that you can simply
switch between them with the V key if you do get in a muddle.
The
camera orientation controls are also a bit fiddly - you have to
hold the Control key and move the mouse to change the direction
the camera is looking - providing smooth, unobstructed movement.
Strangely however, this freedom of movement does not apply to looking
up and this problem is magnified when zoomed in, giving a close-up
view of your character but making it extremely difficult to see
where you are going. With no easy way to look up - or just see in
front of you on occasion - you are forced to rely on zooming out
to the almost top-down view and then readjusting the camera - not
a diabolical problem but it can become frustrating. Changing to
the chase-cam almost eradicates this looking up problem, but it
is still a pain, particularly when combined with the confusing movement
controls.
Seeing
where you are going is of course vital in order to eradicate the
monsters - overgrown insects and other things - lurking in the realm
of Avencast. I'm usually quite good at describing monsters, from
two-headed flying-watsit-thingies to fiery hovering skulls, but
Avencast has me beaten - which is a good thing! I struggle because
the enemy design is utterly brilliant and original - as an example,
how many games have you played where fallen branches (yes, branches
from trees) creep along the ground like giant ants to destroy you?
If that wasn't original enough then take the 'Massive "Belly Sucking"
Wolgath' (the best named monster ever to infest our PCs) with the
face of a 'Gremlin of Hatred' protruding from its large belly, ready
to suck you in close to be sliced and diced by the Wolgath's cleavers.
In addition to the great design, the enemies are also depicted and
animated well - the blue Wolgaths have visible heads sticking out
of their stomachs that while not being truly grotesque give them
a slightly comic look, which works well, fitting with the visual
style of the rest of the game. These fascinating, well-modelled
creatures are only a fraction of the ones on offer too - it's enough
to make a grown monster lover weep with joy, but you'll just have
to play the game to see them all.
In
tune with the bizarre inhabitants, the world of Avencast is also
strange, with environments ranging from crystal-coated caverns to
twinkling star-scapes, all beautifully crafted in pleasing but not
wonderful graphics. Of particular note are the forests and Avencast
garden - rickety bridges extend over ponds, butterflies flutter
around and leaves drop from trees, falling to the ground like snow.
My sole complaint is that the Avencast academy, the characters and
even your hero all reek of Harry Potter movies. The unfortunate
lack of character customisation means that your hero, the young
mage, is given a name of your choosing but is still stuck looking
like Mr. Potter. In an attempt to get around this, your appearance
does change with new equipment - armour, staffs, bracers and so
forth - offering some relief. In addition to the items that alter
your looks there are the usual range of health and mana potions,
with the more humorous innovation of health-restoring sandwiches.
An item I particularly liked gives you the ability to summon a double
(a sort of ghostly clone) of a trader wherever you are - costing
a small sum of money but meaning that you are free to buy extra
health potions and armour without having to trudge back through
already cleared halls - a wonderful idea that should be used in
other action RPGs.
As
well as wielding your average blunt instrument bought from traders
or scavenged from dead bodies, you can also learn some pretty nifty
spells. These new spells are gained in the same old way of earning
experience points through bashing enemies or completing quests ergo
every single RPG ever made, from Diablo to Loki
and beyond. A certain amount of experience raises you a level, allowing
you to choose a new spell from either Blood Magic (more powerful,
magically augmented strikes) or Soul Magic (ranged and explosion-type
area-of-effect spells). No matter what spells you pick however you
are guaranteed superbly over-the-top visual effects - the Fire Thrust
spell from Blood Magic creates a trail of fire and makes a satisfying
ripping sound as you thrust your staff upward, knocking hapless
enemies backwards and leaving them open for ranged attacks. Spells
are, naturally, quite hard for an apprentice mage to perform and
the game reflects this in a way more familiar to beat 'em ups than
action RPGs. In most RPGs your mage would simply utter some mystic
jibberish from a scroll, but in Avencast you actually have to follow
a simplified beat 'em up style combo such as up, left and left-mouse
button. Tapping buttons at the appropriate time in sequence to perform
a special move can be difficult, so it's good that the developers
included a feature where you can assign a spell to a function key,
although in the heat of battle function keys can be quite hard to
reach, so it's a shame the keys or mouse-buttons that spells are
assigned to can only be changed via the game options.
As
well as a brand spanking new spell with each new level you also
get to adjust your character's attributes such as Mana - used for
casting spells - and Health. Despite having the option to change
difficulty levels mid-game, an excellent feature, the game is difficult
even on the easy difficulty level. The large scraps you always get
yourself into between multiple enemies mean that you find yourself
being hit - a lot! Thankfully, being hit is handled particularly
well - surrounding the screen with a red blurry circle and playing
a realistic "urgh" sound. This immediately shows what's happened
to you and gives the impression of pain - not lethal amounts, but
something you would prefer not to happen again. The only improvement
would be the addition of some claret - you and hardly anything else
in the game bleeds.
All
other sounds show the same quality as when you are hit - staves
whip through the air as you swing them about, spiders hiss as they
descend from their webs, bones from vanquished skeletons clatter
to the floor and birds tweet in outdoor areas, helping to immerse
you in the environment. Extending this feeling of immersion is the
great voice acting - all spoken dialogue (there's an awful lot of
it) is acted realistically, with characters sounding as you would
expect them to (including the cheeky little gnomes) - emotion is
put in and embarrassed mages actually sound embarrassed. Mages,
particularly in the first few hours of play, have problems for you
to fix that they'd rather not tell the other mages in the esteemed
Avencast academy about.
A
great example is the mage who went into the basement to practise
summoning imps (every mage, including you after rising to level
ten, can summon small beasts to help them) guided by the book "Summoning
for Dummies" - a classic. Unfortunately, things went a bit awry
and the imps he summoned could not be banished, causing the cowardly
and panicked wizard to seek help [Wow, sounds just like Gilderoy
Lockheart! Ed]. In true Ghostbusters style the troublesome imps
(miniature winged blue creatures) start tearing up library books
- a deed that cannot go unpunished - so you are sent to dispatch
them. Most quests are designed this way - with a nice touch of humour
- so it is disappointing that most of them involve simple button
bashing to complete. Not all quests boil down this, however; some
require you to solve simple puzzles like stealing a book from a
librarian without getting caught or luring a female wizard's pet
imp into a cage - adding a pleasant break to the often repetitive
hack 'n' slash action. My complaint about these puzzles is that
the solutions never change - there is always only one way to do
things and required items are always in exactly the same place -
when stealing the book from the library the requested book is always
on exactly the same shelf, making it very easy when you know which
shelf to look on.
It
was this book stealing quest where I encountered the first problem
with the game's AI; the librarian, who patrols the library and tries
to catch thieves, actually got stuck on the corner of a bookshelf
and would not move! Obviously this made stealing the book easy and
boring. Another problem that removed challenge was when a skeleton
thrower - a skeleton who moves slowly and hurls flaming skulls at
you - moved to a place where it could not attack me but I could
attack it. Under constant bombardment from my spells you would expect
the skeleton to retreat - but no, it just stood there taking hits.
This example of a shortsighted enemy is uncommon though, as most
can see and attack you long before you see them, making many combat
situations deadly and increasing the difficulty. Despite these types
of problems the AI is reasonable; ranged attackers flee from hand-to-hand
combat, hanging back to let the brawlers in first or if you are
doing more damage to them than when they're up close.
Unfortunately,
the background music is like the AI - decent but not wonderful.
When listening to it (you'll be doing a lot of this as you wait
for your health to creep back up to survivable levels) words like
'magical' and 'mysterious' spring to mind, proving that it is suited
the game's theme, if a bit dull. Luckily the music changes when
near enemies, to faster, more upbeat tunes, adding a sense of danger
and anticipation, although this is not enough to save the dull background
music from becoming repetitive and tedious.
Just
like reaching the end of this (hopefully not tedious) review,
the end of the game will leave you only one question - is it worth
playing or replaying it through on one of the harder difficulty
levels? I don't really think it is, as nothing changes - all the
quests, environments and enemies stay the same and even your character
starts off looking the same. There is the possibility of making
different spell choices as you level up and the fact that the huge
number of items on offer all alter your appearance, but is that
really enough to venture back to the realm of Avencast for a second
or possibly third time? If the answer is no then at this point you
might move onto the multiplayer, but in this case there isn't one.
The only way to compare your skill to that of others is through
the "Hall of Fame", a list of all players who have completed the
game - at the time of the review as empty as a lecture on invisibility.
After
some time playing Avencast: Rise of the Mage, I discovered that
sadly it's not the wizard experience I was hoping for, with all
its talk of ditching maths for more shooter-style gameplay - both
of which it achieves to varying degrees. The tricky controls, often
repetitive hack 'n' slash action and lack of multiplayer rank among
its most damaging problems. However, some things save it from oblivion
- the fantastic monster design, the often humorous quests, nice
graphics and varied landscapes. A new developer attempting an original
take on an overused concept is awe-inspiring and ClockStone must
be complimented on their efforts, but unfortunately the game fails
to reach the bar - not really offering any serious competition to
rival action RPGs, or even shooters for that matter.
Reviewed by Tom Clark for AceGamez (All Rights Reserved).
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