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(GBA) Mazes of Fate
By Jayson Napolitano
Dec 4, 2006,
7 :01 am
Every once in awhile a great game comes out that fails to get the attention it deserves. In this case, Mazes of Fate has several things going against it, including its release on the dying Gameboy Advance handheld and game development by a new, untested company. However, Sabarasa Entertainment, a South America-based company, has created an RPG worthy of our fondest memories of the genre, and even better, has made it portable on your GBA. Mazes of Fate promises old-school RPG action, and definitely delivers on the promise.
The game takes place in the beautiful and flourishing world of Akhiel. People are content with their quiet lives, but a few greedy archmages attempt to acquire power rivaling the gods. This of course angers the gods, who decide to punish the irreverent humans by replacing them with a race of goat men. However, Harlac, a warrior king, appears and unites humankind in asking for forgiveness from the gods, which is set to be granted before a rebellious human faction steals the Stone of Redemption, an artifact that is to be used in the redemption ceremony. Harlac and the rebels are locked in a battle to decide the fate of all humanity. The land is in need of a hero, and throughout the course of the game, players will explore the Kingdom of Karsh in search of the Stone of Redemption and find answers as to why the rebels fight so vehemently against Harlac’s rule. Although the story isn’t terribly deep, there are some interesting plot twists.
The game plays like a traditional first-person RPG. Players either choose from three pre-generated characters or create their own, distributing attribute and skill points to their character. Once this is done, the hero starts out in a tavern, gathering information about the kingdom’s turmoil. Conversations offer the player several options as to what to say, ranging from a kind, humble approach to an arrogant, demanding one. Talking to many non-player characters unlocks conversational options with other characters, which often leads them to issue quests to the player or to mark the next dungeon on their map.
While players start out with the main hero, a total of three characters can make up the party. There are six other characters who can join the party at various points in the game, each with their own skills and proficiencies. When enemies are encountered, players press the A button to open a battle menu, allowing players to attack, cast magic, or use items. Experience is awarded when enemies are defeated, and many also drop items, including gold, weapons, and healing potions. When a character levels up, they are issued skill points to improve their stats. Skills include proficiencies in different types of weapons, magic, and character attributes including stamina, attack speed, and lock-picking. This system is not unique, but is definitely time-tested, and enables players to customize their characters.
When exploring dungeons, players encounter a series of enemies and puzzles that often culminate in a boss battle. Interacting with the environments of the dungeons is controlled by the B button, which allows players to pull levers, flip switches, and open doors. Hidden walls and levers also abound, which often hide some of the game’s strongest equipment, and, later in the game, are required to complete the dungeon. However, a search skill is available, which, when raised, will alert players to these spots as they walk by (which is very useful). Many of the game’s puzzles are simple, but have a unique first-person charm reminiscent of PC RPGs in the late 80s. One argument that could be made about the game, however, is that it is too simple, and therefore too easy. This is compounded by the fact that players can “rest” at any point to recover hit points, even if enemies are nearby. This means players will probably never die in Mazes of Fate.
The main menu is where players can view character stats, the dungeon map, rest, and save the game. Due to the brief but annoying load time for the menu, Mazes of Fate is a title that would have definitely benefited from being ported to the DS, as I accessed the map constantly. Access is also frequent due to characters frequently leveling up, requiring players to use the stats menu to award skill points to their characters.
The look of Mazes of Fate is both unique and refreshing. While most of the game takes place in the first person view, players are treated to a top-down look while exploring towns and the world map. The characters and towns are all hand-drawn in a colorful fantasy style. Some characters appear to have blue or yellow skin tones, while others have natural skin tones. Dungeons are highly varied, including temples, forests, caverns, and castles, each with their own unique stylistic touches. The overall look is reminiscent of many of the old-school RPGs we all grew up playing on the PC, and the fact that it is being seen on the GBA is something I applaud.
The music in Mazes of Fate is one of the shining features of the game. Composed by first-time game composer Juan Linietsky, I often found myself humming the music well after I had put the game down. Playful melodies, dark atmospheres, and epic themes are all masterfully composed. The main theme is also successfully implemented into many of the game’s songs, adding more cohesiveness to the package. The sound effects are equally amazing at setting the atmosphere of the title, as eerie moans, distant creaks, and frightful crashes sound in the distance when exploring dungeons.
Overall: 9/10
Despite the simplicity of Mazes of Fate, I found myself hooked. While there may not be a whole lot of innovation here, I definitely appreciated the first-person RPG experience on the go. While simple, this fifteen-hour-long adventure has a charming look and sound that I will remember as one of the GBA’s best. With the announcement of a sequel in the works, I look forward to what Sabarasa Entertainment has in store in 2007.
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