Get a load on the
Xbox exclusive action/adventure title, Azurik,
who looks to cut up Nintendo's all time great,
Zelda.
Adrenium Games is a studio within
the Amaze Entertainment group, and was founded
in 1999 with the unique goal of surprising,
amusing and captivating even the most seasoned
gamer. In December of 1999, the company entered
into an arrangement with Microsoft to develop
an exclusive title for the upcoming Xbox
console. Other than revealing it to be of
the action/adventure genre, Adrenium released
no details until Microsoft's GameStock event
in March of 2000. The company's epic adventure "Azurik:
The Rise of Perathia" hit the media world
hard.
Of course, no game of the sort
goes by without being compared to Nintendo's
all time great Zelda series. Right off the
bat, Azurik turned heads as being a next-generation
action/adventure title as well as the Xbox's
very own answer to Zelda. Adrenium had a
lot to compete with, maybe even more than
it would hope for when developing its first
game. As soon as the game was revealed, the
media heaped towering expectations and hopes
for the Xbox exclusive title, which looked
spectacular even at its even early stages.
The potential was certainly there.
Fast-forward to the present;
Azurik: The Rise of Perathia (A: TROP, or
simply Azurik) is in stores across North
America. Some gamers have been picking up
their copies eager to see how Microsoft takes
on Nintendo in this arena. Still others waited
to see if the game delivered on its promise.
With high expectations, the game disc was
placed in the console and loaded up.
Azurik: TROP is based in a unique
world going by the name of Perathia (part
of the game's title, get it). In order to
maintain peace and harmony, 5 powers (elements)
exist; Air, Water, Fire, Life and Death.
Each element has a designated guardian, responsible
for watching over that respective realm of
Perathia. Each element/realm also consists
of a disk, one like no other. The disk holds
a great source of power to that in possession
of it. The Death disk has however been missing
for quite a period of time, but it was even
closer then ever expected. Enter the evil "bad" guy,
named Balthazar, an older and very well skilled
guardian. By accident, he comes by the Death
disk. Later that night, Balthazar is brainwashed
by some kind of demon and tries to steal
the disk with the intention of harming Perathia.
In the ensuing commotion the five elemental
disks are broken and spread throughout the
vast world.
Then in comes Azurik, the youngest
guardian. Trained well with his axion (double
sided sword type object), Azurik must return
everything to its normal state. His mission
is to find all pieces of the disks and return
them to the Temple, where Perathia can, as
a final point, be restored. I soon found
out this would be more then a 2 hour task.
The storyline continues to evolve smoothly
throughout the voyage, which is a very strong
aspect in terms of depth.
Games of this genre seem to
be quite long, and boy does Adrenium give
a new meaning to that word in general. A
game can be long and boring, which I would
then rather play a shorter yet more interesting
title. To say the least, Azurik: TROP will
have you addicted right from the start. As
the game goes on and you accomplish more
deeds, you will find you want to play even
more. The exploring is what the game is all
about. Perathia is so damn large that you
may find yourself lost on several occasions.
Now is that a good thing? It can be to a
certain point. I was sometimes frustrated
that I could not do anything more, but after
pushing myself to play further, I always
found my way out of the situation. Patience
is a key element in playing Azurik. If you
expect to complete everything and move on
easily, you will quickly proved otherwise.
Obstacles are placed throughout your journey
so perfectly that actual mind testing comes
in (be aware, very aware!).
Azurik: TROP's Artificial Intelligence
(A.I) is not exactly dumb, but I wouldn't
characterize it as being too bright either.
Some opponents swing their weapons left and
right with no sense of strategy (dumb), where
others leave battles when close to death
and wait for helpers (smart). Team attacks
will sometimes also take place, when two
more little creatures take various sides
of Azurik and try to surround him.
There is no doubt that strategy
is essential in order to take out the bigger
enemies and disk guardians. Using the proper
element at the proper place may be the difference
between life and death. The difficulty also
mounts as the game goes on. You will find
yourself killing the first opponents with
ease; jab, jab, jab, then throw in another
jab. But as the game progresses, a certain
combination starts to appear, the opponents
become quicker, smarter, faster and bigger.
Like most action/adventure games,
Azurik: TROP only features one, single player,
game mode. It's basically the whole game,
storyline and journey. Some kind of multiplayer
death match would have been cool, keeping
in mind the game's elements. Just imagine
the possibilities, even online can't be out
of the question. To truly capture the "next-generation" title,
something special and captivating would need
to have been added to make Azurik: TROP stand
out from the crowd around it. As it is, this
is a solid game that plays extremely well.
Azurik's controls can be both
simple and complex. In order to use elements
(which are powers), a specific button combo
must be used (left trigger hold, plus element
color button, let go trigger). This can be
confusing at times and hard to get down the
first time around. To make things simpler,
Adrenium added a small training before actually
heading off in the game, which does in fact
help. In terms of using Azurik's axion; one
button is jab and another is sweep, quite
effortless. Then come the combos, maneuverable
by clicking both those buttons and aiming
in specific directions with the D-pad.
One of the hardest things to
swallow is the camera angle. You'll have
some difficulties finding the correct view
when in combat, and actually, when playing
in general. Jumping can be frustrating at
times due to the specific angle being too
low, or too high (thank god for the manual
setting). After a couple hours the camera
and most of Azurik's controls will be learned,
but not necessarily second nature. With all
this said and done, there are more mixed
feelings about Azurik's control scheme than
anything else.
Knowing Azurik: TROP was designed
specifically for the Xbox gave the game some
kind of lead in the graphics department.
Adrenium had a large amount of time to focus
on the advantages the Xbox has to offer.
Now that I have spent many hours with the
game, I can't exactly say the game turned
out as well as I had expected. Maybe Bungie
spoiled everybody with Halo. Some things
looked like they weren't ready where as others
looked absolutely stunning.
Azurik's character was well
designed; the original "blue" look was different,
and unique if you look at other video games
these days. Same goes for pretty much the
whole game; everything has its very own distinctiveness.
Each realm was developed with the element
it represents in mind, meaning water won't
be seen in the fire stages and so on. The
characters all vary in height, weight, sexes
and age, adding yet another degree of "reality" within
the world. The time of day also changes;
5 minutes are allotted to daylight and another
5 to pure darkness. When it comes to being
diverse, Adrenium did a fine job, thanks
in most part to its artists.
The lighting effects are spectacular;
the ice and water look real, Azurik's armor
and axion shine depending on the time of
day and the sun gives the objects/characters
in Perathia's world a shadow that varies
within the characteristics of that specific
article. I found each of these factors very
constructive to Azurik: TROP's overall look
and fun factor.
The soundtrack is quite impressive
to say the least. The music played depends
on the characters position in the game, and
changes without hesitation. The soundtrack
alone sets a mood for the whole game, and
actually brought me right into it. The voice
acting is decent, but not outstanding. Each
character has his/her own individual voice,
making them distinctive even without their
visual. On the other hand, the voices can
get quite annoying. Hearing the same girl
say the same thing every couple of minutes
becomes frustrating to a degree where I just
wanted to avoid conversations. Maybe not
a mute button, but some kind of extra options
for the character voices would have been
nice.
Adrenium did a good job developing
its first video game, but nonetheless, falls
short of perfect in several ways. Hopefully
the company can improve on their mistakes,
and even develop a sequel to Azurik: The
Rise of Perathia.
Matt
Thomas
Link - Azurik cage match. Tonight at 10pm, only on BBC4.
Azurik:
The Rise Of Perathia: The
Scores |
|
Graphics |
Sound |
Gameplay |
Depth |
Presentation |
Overall |
8.0 |
7.0 |
8.0 |
8.5 |
7.5 |
8.0 |
|
The
Final Word:
Azurik is a great first party title, but I do not recommend
it to everyone. If you're a fan of the genre, pick it
up, if not, you may want to stay away from it. The game
demands a certain passion for the action/adventure genre,
old and new and school alike. It also requires some time,
some patience, and then some more time. If interested,
rent. The best advice is to give the game some time,
it gets better and better!
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