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Think Pokemon. Now replace Pokemon with fairies, pokeballs with magic
spheres, and the main character with a girl named Amy from London who is the
figure of a heroic prophecy. There, now you have Zanzarah. Ok, granted, this
isn't a pokemon remake. But it's very close. That doesn't mean it is merely
a remake though. Read on and you'll understand.
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You are a girl named Amy who lives in more or less modern London. One day,
an elf teleports into her house and drops off a box. Amy looks inside the
box, discovers a rune, and suddenly, she is teleported to another world:
Zanzarah. Zanzarah is a world filled up with varying races. There are elves,
dwarves, dark elves, a few other minor races, and fairies, small creatures
that fly. No humans live here. Everything was total bliss until recently,
when plagues of rocks and spiky bushes (that's right, rocks and spiky
bushes) starting...well, plaguing the land. Suddenly, there was turmoil and
all the wild fairies became very hostile all of a sudden. There is a
prophecy that a human will come and return the land to what it once was.
Surprise surprise, that human is you.
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The game takes place from a third-person perspective, common for these
types of games. Once you get a fairy or two, you will see one flying behind
its master, you. The game is filled with impressive graphics; nothing new,
but the world of Zanzarah is a colorful, vibrant place. The landscape is
covered with little details like flowers beside the trees and tall grass
swaying in the wind. There are also different areas such as swamps,
snow-covered mountains, and dark caves where shadows lurk. The characters
that you talk to are rendered quite well too, even though there seems to be
only a few different-looking ones among them. An interesting point to note
is how, unlike Zanzarah, London is a drab and dull looking place, filled
with browns and grays.
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Throughout the game, you collect fairies. There are different fairies, each
with its own element, and with each element comes weaknesses and strengths
against other elements. The variety in the fairy designs is very apparent.
There are fairies which look like your stereotypical girl-with-wings, there
is a fairy which looks like a mushroom, there is a fish fairy, a bug fairy,
a fairy that is a metal skeleton, and the list goes on. There are a total of
12 elements in all, ranging from the normal fire, air, and earth to the more
exotic psychic, chaos, and metal.
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Each fairy can get different spells, which are its moves, and these are
categorized into Active and Passive spells. The Active spells are spells
which you cast with a left-click of the mouse, usually attack spells, while
the Passive spells are those which occur automatically or constantly, such
as raising your defence or preventing status changes such as Poisoned and
Burned. The way to buy spells was probably the most aggravating part of the
game. The magic seller, a bird-like creature, sells magic not by letting you
choose, but by creating a randomly generated list from the spells that they
hold, five spells at a time, for a total of ten coins for five spells. While
this is an innovative way to do things, often I wound up either getting
spells that I did not need or a whole list of blank slots, which are also
included for spite, I suppose. This would happen over and over and buying
spells would soon become an ordeal of loading games until I could get the
spell I wanted.
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Now the battle system. This is one of the most unique qualities of the
game. Unlike most creature-based RPGs such as Pokemon, a battle is not
merely two creatures standing apart from each other and blasting spells and
attacks. In Zanzarah, when Amy walks near a fairy abode, which can be a tree
housing a Nature fairy or a cliff face housing a Stone fairy, the fairy
comes out and attacks. The fairy following you promptly starts battle in the
Astral Plane. First you see your battle-ready fairies and the fairies you
will be fighting on pedestals. At this place you can look over your
opponents fairies to see what moves they have equipped. Then battle starts.
This is no I-attack-now-you-attack battle. You are placed into one of many
differently-constructed arenas which match the element you are fighting in
(i.e. If you have started a battle with a wood fairy in a tree, you will
notice Nature-type backgrounds and colors and whatnot), with your fairy on
one side of the arena and your opponent's on the other. The variations
really spice it up, because instead of having merely a flat plane, there
could be a gazebo-style arena, a wheel-patterned arena, an arena which is
merely a series of different-leveled platforms, and so forth. You control
your fairy here, and you can fly, attack, or switch the active fairy with
one that you are carrying around (you can carry around five, you need to
return to London via teleport rune to switch). It's a real-time battle as
you and the other fairy whiz around the arena blasting attack spells at each
other, trying to hit one another as you dive behind a wall to avoid an
attack. It's a lot more entertaining then
I-have-hit-you-now-you-have-hit-me. Unfortunately, sometimes battles become a
game of hide-and-seek with some of the arenas as you do a bit of wandering,
trying to discover where the other fairy is. There is an indicator which
appears when you aren't facing the fairy, but it isn't effective when the
fairy is behind a wall directly in front of you.
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Often you will face fairy collectors/masters which will challenge you to
fight. They often have more than one fairy, and as soon as you defeat the
fairy on the arena, another one will appear to take its place until all are
defeated. Sometimes you will even fight battles in which you face more than
one fairy at a time! Frantic. A good and bad point about the fight was an
auto-aiming feature. If you point your targeting reticle near the opponent's
fairy and fire, you will most likely hit it. While this can be a good thing,
it tends to dilute the challenge, and it also means that the computer has
almost no problems hitting you, and matches might become a lot more
unbalanced.
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After a battle, should the fairy survive, they get experience, and after a
certain point, they gain a level, raising their stats. If the fairies get to
a high enough level, they pokevolve...excuse me, they evolve into a
different, stronger fairy. Eventually, you can collect every fairy in the
game, and then feel proud.
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Between battles you have the option of using items to heal your fairies or
revive them. This is standard practice in an RPG, but, while the items are
useful enough, I would have liked to see a little bit more variety than
Little Potion, Medium Potion, Big Potion, Mana Potion, Herb, and Medicine.
There are a few more, but nothing that affects your fairies too much. A cool
little item which you can get is called the Fairy Moulding, and it lets you
give your fairies personal names. This is a neat little thing that added a
little personality to the game.
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Speaking of personality, while the developers put a lot into developing it
within the characters of the game, they seem to have forgotten about Amy.
Except for the beginning of the game, in a movie clip which shows the elf
teleporting into the house, you very rarely ever get to know about who Amy
is. She doesn't even ask about the fact that she has just been teleported
into a strange world! If I was a teenager who had just teleported into a
place filled with fairies and elves and dwarves, I'd at least have a couple
of questions. Through the game, she merely becomes a vessel for which to
walk around in and speak to people with. Some of the creatures, such as
elves, that you speak to in this game seem to speak total gibberish as they
introduce themselves (with captions, don't worry), while some of the other
creatures seem to speak, and I kid you not, French. Maybe it's just me....
A problem I discovered in the game was a total lack of aim and direction.
The only way you know where to go is by an exclamation point that appears on
a map that you own. The map you own, which is given to you in fragments,
shows your general location. Because of this, I often had trouble wondering
where I was going, due to the lack of a compass. Exploring off the path
often meant you got turned around, and it was very easy to get lost. Even
so, when you do get lost, you can save and reload, because you start at the
beginning of the area you last saved when you reload. Or when all your
fairies are defeated in battle, or when Amy falls too far or drowns.
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All in all, this is quite an RPG. I would probably say that the creators
used Pokemon as a guide, and if you know Pokemon, you can see why. However,
despite that, I had a lot of fun with this game. The fighting system is very
interesting, and with the different elements, I had an enjoyable time
developing the 'perfect' fighting fairy team. Despite some of the game's
annoying aspects (like after I pick up an item for the fortieth time, I do
not need to see Amy do a little dance while the screen describes to me what
the item does...again!), they were easy to get over. The biggest problem I
had with the game was the lack of desire to continue. There was no grabbing
plot twists, no mystery, no urge to press forward through the game except
for the excitement of new fairies. Sometimes I felt like I had to push
myself forward. Still, overcoming the childish overtones of fairies, the
producers have created a challenging game that will appeal to RPG gamers of
all ages.
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System
Requirements:
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Windows 98/Me/2K/XP
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Pentium 3 600 MHz
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64 MB RAM
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3D Accelerator
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