Azurik: Rise of Perathia

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Azurik: Rise of Perathia

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Game Description

In this third-person adventure title developed by Adrenium, players assume the role of Azurik, a young Lore Guardian who is tasked with restoring Perathia's elemental discs -- the source of the land's power. Shattered by the evil lord Balthazar, the discs will have to be reacquired before Azurik can stand up against the power of Balthazar. And so your journey begins.

Central to the title's puzzle and combat systems is the acquisition and use of the aforementioned elemental powers. Known as the Axion, Azurik's double-bladed melee weapon, it serves as his primary means of attack, and can be infused with any combination of elements in his possession. These elements can then be used to easily dispatch enemies with a different elemental affinity. Fire enemies for instance, can be vanquished with a water or ice attack. Certain combinations will even create a shield to protect Azurik.

Many of the game's puzzles require similar application, focusing on the inherent strengths and weaknesses of the four elements: Earth, Air, Fire, and Water, which incidentally, are mapped to the corresponding colored buttons on the Xbox controller. By pressing the blue button, the water element will be invoked, and so on. Traversing the six massive realms of Perathia will require Azurik to fight off swarms of enemies, as well as perform death-defying platform jumps. As time passes in the world, changing from day to night, so do the worlds and the threats they pose. Things are usually not what they appear to be during the night.
~ Gavin Frankle, All Game Guide

Roots & Influences

Gameplay takes it cue from titles that feature slowly developing heroes (like Soul Reaver) and action/adventure games where the main character is on a mission to restore a broken artifact to save the realm.
~ Michael L. House, All Game Guide

Review: Overall

The first action-adventure for the Xbox, Azurik at first glance seems to be modeling itself after The Legend of Zelda: Ocarina of Time. It boasts a "revolutionary" combat system, non-linear gameplay in a seamlessly connected fantasy world, and intelligent enemies. Features can be deceiving, however, especially when there are problems in execution. The most compelling reason not to play Azurik is one of its touted strengths: the worlds are enormous, which is usually a good thing, as it promotes exploration and offers a truer sense of scope. Unfortunately in Azurik, the worlds offer little interaction and even less excitement.

The control system consists of four basic moves -- two attack strikes with your staff, a roll, and a sluggish and limited jump, so the game isn't designed for intense action or memorable combat. Players end up jogging through the massive levels more than anything else, initially searching for a way to unlock one of the five elemental powers by flipping the mundane switch or stumbling upon the familiar key. Gameplay even involves backtracking through the expansive areas once you obtain certain powers so you can search for more keys to access newer regions.

None of the puzzles are exciting but they are time consuming, with the game easily taking over 50 hours to complete based on the sheer size of some of the areas. The idea is generally to fix a broken contraption in each of the element-themed worlds, which means hunting for a series of items or switches needed to power it up. The only real incentive for traveling through these regions, other than to open up new parts of the world, is to collect literally hundreds of different jewels to help strengthen your lone weapon in the game.

There are usually plenty of enemies in an area, from small dragons to dog-like skeletons to enormous bosses, but the "revolutionary" combat system is wholly unsatisfying. There are two basic attacks -- one jab and one swipe -- but the act of swiping takes forever, which means you end up repeatedly tapping a single button for the faster jabs. Enemies start swarming as soon as they see you, so you have to keep fending them off and risk dying or simply run away. Things get a little better once you find more of the elements, since you make your staff emit fire, ice, or steam at either end, but your attacks are always limited to two strikes.

Azurik suffers from a lack of character interaction, missing role-playing elements such as stat building or purchasing different equipment, and a repetitive combat system that's closer to Gauntlet than Zelda. It is by no means a horrible game, the worlds are some of the best yet seen in the genre and players will be in awe of the wonderful sense of scale and distance, but the pacing and gameplay is more subdued than a game like Zelda. You can't climb on things, use your staff as a pole vault, or just have fun using an assortment of combat moves with a variety of weapons. Azurik is simply not that style of game.

Instead, the game focuses on solving puzzles, so those who appreciate the challenge of wandering around huge areas without a map to consult and the absence of clear objectives other than to get past a blocked entrance will be pleasantly surprised. People who prefer slower-paced adventures, those typically falling under the first-person graphic adventure style, won't mind the limited gameplay as much as those expecting more action. It's just a pity that Azurik is little more than an epic scavenger hunt through vast and varied worlds.
~ Scott Alan Marriott, All Game Guide

Review: Enjoyment

The limited number of moves you can perform coupled with the tedious aspect of puzzle solving make for a dull experience. Some will enjoy this aspect of play, as it involves more exploration than action.
~ Scott Alan Marriott, All Game Guide

Review: Graphics

The look of the worlds and variety of enemies are pluses, but character animation is sorely lacking. The camera also becomes an issue at certain times (especially while in the water), but players learn to adjust.
~ Scott Alan Marriott, All Game Guide

Review: Sound

There is some voice acting during the cut-scenes, but the game is largely quiet. Sound effects lack punch and the music fails to inspire.
~ Scott Alan Marriott, All Game Guide

Review: Replay Value

There's no point in returning to this game again after completing it, but it will take some time to beat.
~ Scott Alan Marriott, All Game Guide

Review: Documentation

The color manual explains some of the story, characters, as well as the different element powers. Don't expect a helpful map, however.
~ Scott Alan Marriott, All Game Guide

Production Credits

Company 1: Adrenium Games; Producer: Stephen Clarke-Willson; Director: Stephen Clarke-Willson; Executive Producer: Dan Elenbaas, David Mann; Game System Architect: Jeff Perkau; Graphics System Architect: Jonathan Mavor; Lead Designer: Matthew Stipes; Design Architect: Paul Knutzen; Creative Director: Phil Trumbo; Art Director: Clay Corbisier; Music Composer: Jeremy Soule; Sound Design: Drew Cady, Mark Yeend; Associate Producer: Jeff Clinton; Test Lead: Jeff Clinton; Programming & Development: Jeff Petkau, Jonathan Mavor, William Lott, Josh Taylor; Game Designer: Paul Knutzen, Dominick Meissner, Mattew Stipes; Level Designer: Paul Knutzen, Dominick Meissner, Bradley Rebh, Ben Coleman, Matthew Stipes; Level Artist: Mike Christian, Wes Griswold, Colin Tennery, Priscilla Prentice, Cory Hamilton, Chance Rowe, Douglas Albright; Character Artist: Chance Rowe, Mike Christian, Nghia Lam; Character Animation Artist: Alberto Eufrasio, Edmon Carreon; Director Cinematics: David Hunt; Cinematics: Jason Ilano; Special Visual Staff Effects: Bradley Rebh; Special Visual Environmental & Cinematic Effects: Jeremy Tinkey; Interface Artist: Michael Ingrassia; Concept Artist: Mike Christian, Clay Corbisier, Nghia Lam, Chance Rowe, David Hunt, Wes Griswold; 3D Environmental Sound Design & Development: Drew Cady; Test & Production: Jeff Clinton, Allen Freese, Michelle Gingrich, Lars Grevstad; Additional Cinematic Animation: Alberto Eufrasio; Additional Cinematic Support: Theron Benson, Seonsuk Oh; Additional 3D Models: Cory Allen; Additional Concept Art: Stan Gorman, Jarred Holderby; Voice of Azurik: David Scully; Voice of Eldwyn: David Scully; Voice of Balthazar: David Scully; Voice of Death Guardian: David Scully; Voice of Male Townspeople: David Scully; Dialog: Michael Humes, Stephen Clarke-Willson, Matthew Stipes, Clay Corbisier, Alberto Eufrasio, David Hunt, Jason Ilano; Additional Music Composed by: Julian Soule; Orchestrations: Larry Kenton; Music Performed by: Musicians of the City of Prague Philharmonic; Conductor of Musicians of the City of Prague Philharmonic: Adam Klemens; Orchestra Coordination: Audrey DeRoche; Music Mixing Engineer: Steve Smith; Synth Programming: Soule Media; Additional Music Equipment Provided by: Audio Effects, Los Angeles; Combat Consultant: Shelby Shearer; Storyboards: Rick Hoberg; Marketing: Curtis Asplund; Promotional Trailers Director: Phil Trumbo; Promotional Trailers Editor: Eric Gingrich; Promotional Trailers Prototypes & Camera: Stephen Clarke-Willson; Network & System Support Manager: Mike Dean; Network & System Support: Aaron Rice, Kevin Burdick; Company 2: Microsoft; Studio Manager: Russell Sanchez; Group Program Manager: Matthew Stipes; Lead Designer: Matthew Stipes; Product Marketing Lead: Eric Duehring; Test Manager: Harold Ryan; Test Lead: Tim Duzmal; Test Engineer: Morgan Akers, Lester Bloom, Brad Carlin, Ron Mallery, Peter Stephens, Marty Wright; User Experience Lead: Eric Nylund; User Experience Editor: Dana Fos, Caitlin Sullivan; Print Layout & Design: Chris Lassen; Usability Lead: Michael Medlock; Usability Specialist: Jerome Hagen; Localization Program Manager: Lief Thompson; International Localization Program Manager: Peter Fitzpatrick; Documentation Coordinator: Fionnuala Keegan; Lead Localization Engineer: Cosmo Greco; Lead Localization Tester: John O'Sullivan; Localization Tester: John Pritchard; Localization Audio Engineer: Jason Shirley, Steve Bolton; KKX Localization Producer/Product Planner: Shigeru Okada; Producer/Product Planner: Hiroyuki Tamura, Tom Nakatsubo, Monika Hudgins; Producer: Jonah M. Nagai; Xbox Support Lead Support Engineer: Craig Stum
~ Michael L. House, All Game Guide
Wikipedia on Answers.com:

Azurik: Rise of Perathia

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Azurik: Rise of Perathia
Azurikcover.jpg
Developer(s) Adrenium Games
Publisher(s) Microsoft Game Studios
Platform(s) Xbox
Release date(s)
  • NA November 25, 2001
  • EU May 17, 2002
Genre(s) Action-adventure
Mode(s) Single-player
Rating(s)

Azurik: Rise of Perathia is an action-adventure game developed by Adrenium Games and published by Microsoft Game Studios in 2001. Azurik was released early in the Xbox console's life and features a score by game composer Jeremy Soule.

Contents

Gameplay

The game centers around the main protagonist, Azurik, as he journeys through the vast world of Perathia gathering elemental disc fragments scattered across the many realms. Azurik is part of the order of the Lore Guardians along with Eldwyn, the grand master and leader, and Balthazar, a professional scholar and combatant. After Balthazar teams up with the guardian of Death, they murder Eldwyn and destroy the balance of the elements by destroying the elemental discs, leaving Azurik alone. Now he must defeat Balthazar and bring back all of the disc fragments in order to restore balance, or else face the end of the world.

Azurik can harness the basic elements of Earth, Air, Fire, and Water. He can also mix and match powers to make more powers(Water, Air and Fire makes Lightning and so on).

Plot

Azurik, the protagonist and namesake of the game, is an adept in an order of warriors. Their job is to protect and preserve the balance of the six natural elements in the world. These elements are Fire, Earth, Air, Water, Life and Death. The essence of the elements has been locked within special 'Discs', which are kept in the tower in the middle of Town. All that is, except one; the disc of Death had been lost a great deal of time before, its location unknown. Regardless of that fact, the world has managed to maintain the natural order.

In the opening sequence, Azurik is practicing the use of his 'axion' staff weapon. He is quickly confronted by a fellow member of his order, the dark and troubled Balthazar. They duel for a short time, culminating in Azurik's near-death at Balthazar's hands. After Azurik leaves, Balthazar throws his axion at the wall in a fit of rage, shattering a small vase. When he does this, he accidentally reveals a secret room, in which is contained the Disc of Death.

Balthazar is possessed by the Disc, and releases the other Discs out into the world. Azurik, apparently the sole survivor of his order, is tasked with retrieving all the fragments of the shattered disks and returning them to their original locations. To do this he must battle through a sequence of elementally-themed landscapes, solving various puzzles and acquiring new abilities.

Characters

Lore Guardians

  • Azurik: Azurik is the protagonist in the game. He is a young Lore Guardian and apprentice to Eldwyn. His quick learning and fighting prowess has earned him the right to wield the Axion, the staff of the elements. After Eldwyn's death and Balthazar's betrayal, Azurik becomes the last Lore Guardian to protect the elemental balance in Perathia.
  • Eldwyn: Eldwyn is the master of the guild of Lore Guardians and mentor to Azurik. He is very wise and powerful and viewed by Azurik as somewhat of a father figure. He often scolds Balthazar for his aggressive actions and ambitions for great power and calmly tells him to meditate. Despite his power, he was murdered by Balthazar and the death guardian while trying to protect the elemental discs. He still guides Azurik throughout much of the game in spirit and through a device called a Deluvian Oracle.
  • Balthazar: Balthazar is a very fierce fighter and Lore Guardian. His aggressive actions and desire for power has concerned Eldwyn for many years. Although he is very strong and powerful, Eldwyn felt his desire to become Master Lore Guardian is more for personal gain and greed rather than noble purposes. This is shown when he finds the elemental disc of death and allows himself to be possessed by the death guardian in order to gain ultimate power. Together, they eventually kill Eldwyn and destroy the balance of the elements by destroying the elemental discs.

The Elemental Guardians

  • Water Guardian: The water guardian has the appearance of a large female water elemental with spiny fins on her head and sits in what seems like a large egg sac which is evident in several sea creatures. Her weakness seems to be her four tentacles made of water. The way to defeat her would be to freeze her tentacles with Ice, then attack it with Steam and continue the process until the tentacle is gone. Then repeat the steps. Her main attacks are sending out giant bubbles to capture Azurik until they burst, send out water elementals to attack him, using her tentacles as a whip should Azurik get close, or sending a shockwave of water from a distance.
  • Earth Guardian: The earth guardian strongly resembles a giant mechanical mole. This seems to be a fitting reference as moles are tunnel diggers, in turn symbolizing the earth realm. He sits atop a pagoda like structure in the middle of the earth realm desert and awaits prey to attack. The way to defeat him would be to find any acid blocks in the desert, melt them, avoid his many minions, and let the wandering sand tornadoes recoil and hit him. The earth guardian's attacks range from merely throwing rocks at Azurik to spawning rock shard monsters everywhere and getting them to attack him.
  • Fire Guardian: The fire guardian resembles a mechanical man that has no legs and floats on what appears to be some form of a jetpack. Ironically, despite him being the fire guardian, he is somehow immune to any water based attacks, as he only laughs at Azurik's attempts to hurt him. The way to defeat the fire guardian would be to simply get close to him and attack him with lava (this is obviously drawing on the "fight fire with fire" phrase.) The only three attacks seen by the fire guardian appear to be striking from a distance by causing a stream of fire which curves into a hook-like shape, creating shards made of fire that are set to attack Azurik from the air, and creating a wall of fire around him upon being struck.
  • Air Guardian: The air guardian's appearance suits her role as the guardian of air. Her home is in a floating castle high above Perathia. She has the appearance of a black elemental with huge fins on her head (much similar to the water guardian) and she sports a slithering black tail and two pairs of wings bearing the symbol of air. The way to defeat her is much similar to that of the fire guardian, but instead of fire, the player may use any power in the axion to stop her. Her attacks are more varied as she can strike with her tail, create little tornadoes, summon wind elementals, disappear and reappear from lightning, creating copies of herself, and shooting blasts of wind to hurt Azurik.
  • Death Guardian: The death guardian has an ominous appearance, that of a black creature with large horns, long hoof-like legs, thin spider-like arms, and extra-long three fingered hands. In the beginning of the game, the death guardian is seen taking possession of Balthazar after finding the death disc, and promising him more power. The death guardian would later appear in the game in only a short movie, but still be in control of Balthazar. This is evident with the added mechanical appendages and other materials seen on Balthazar's body. The death guardian appears again when Azurik finds his way into the death realm and finds the death disc. It is revealed that the death guardian only possessed Balthazar in order to restore balance to the elements and Perathia. Azurik doesn't engage in a fight with the death guardian, for he handed the death disc over to be put in its proper place. This is short lived when Balthazar destroys the guardian and takes up his position as the controller of life and death in Perathia. The death guardian's final appearance is at the end of the game, when Azurik defeated Balthazar and left him in the death realm. Balthazar is laying on a lab table when the death realm minions come and restrain him. Balthazar is then greeted by the death guardian's disembodied head as it merges with his. This seems to mean that the death guardian has found a new host body.

Setting

The entire game takes place in the mythical land of Perathia. It is a vast world that is split into six elemental realms, one for each elemental force. In the center is Town, the hub of the elemental realms and home of Azurik and the Temple of the Elements. The temple consists of a tall tower with four floors. The first floor has two elevators leading to the next floor and in the center of the room is a gate to the Life realm, which will become active when the Azurik gains three of the four missing pieces of the Life disc. The second floor contains another elevator in the center of the room which leads to the third floor. Around the elevator are ten objects that Azurik can gain each time he collects ten or more obsidian jewels. The third floor is an empty room with three elevators that lead to the top floor. The top floor is where the elemental discs were held prior to Balthazar's betrayal. The disc holder comprises a machine in the center with different colored lights indicating where each disc is put. On the grounds of the temple are four large objects representing each element. A floating spherical rock represents the earth realm, a complicated fan system represents the air realm, a bowl of lava represents the fire realm, and a large fountain represents the water realm. Each object will do a specific function once Azurik has completely restored a disc and put it in its proper place. There is no specific time period mentioned in the game, but the architecture and the opening movie suggest a time of primitive technology, although some signs of advanced machines like large drills, tunnel borers, generators, conveyor belts, mine carts, and electrical equipment are seen throughout the realms and the Temple of the Elements.

Axion

Azurik has a long bladed staff called an Axion. It was used by previous guardians and has the power of the elements. Azurik can summon certain elemental powers around the blades of the axion to augment his attacks. The axion in the game was also given to Azurik by his mother.

The Elemental Realms

The Water Realm: The water realm is divided into several different sections. There is a hub section centered on a large whirlpool, a lagoon surrounded by a massive coral reef, and a vast ocean leading to the rest of the realm. A mountainous part of the Water Realm contains a lake with an island covered in a wall of fire which is only accessible via waterspout. Travel across the central ocean and through a misty gate will lead to the stormy part of the water realm. The stormy part contains massive searchlights, rusted platform fans, and cranes. Traveling to the icebergs on the far side of the whirlpool will lead to the ice region of the water realm, which is where the water guardian resides.

The Earth Realm: The earth realm in majority is acres of lush fertile land, including trees, mountains and caves. On the other hand, this realm is mainly mechanical, as a large number of earth-boring machines are dotted across the realm, such as drills, diggers, and shunters. Beautiful temples also exist and mainly are outposts compared to other buildings shown in the other elemental realms. Mining cars and drills allow access to the lower layers of the realm, such as the caves, an underground waterfall (which has a connection to the water realm), and the desert region, where the earth guardian can be found.

The Fire Realm: The fire realm is extremely volcanic, with lava flows, black basalt covering the landscapes and no light really exists in this realm due to constant ash fall and huge veils of black smoke. Buildings are rare here and the usual structures are either grottos or bridges made of volcanic rock. Creatures here mainly have red skin and can breathe fire. One area with a lava flow features a connection to the storm region of the water realm. A deeper section of the fire realm features more architecture, and the fire guardian resides there.

The Air Realm: The air realm is mainly composed of beautiful gold airships and floating platforms. The advanced kinetics are most intriguing and add a calmness and serenity to this realm despite the monsters that roam it. Most creatures that exist here have flying power and are very buoyant. The main air realm is accessible from the top of the Great Tree in the earth realm, and the upper air realm is accessible only by the airship from the water realm hub, which is only available after the whirlpool is removed. The upper air realm is dark and quiet, and is the abode of the air guardian.

The Death Realm: The death realm, judging by its name is a mysterious terrifying nightmare world that many people are scared of and have never entered before, and if they do, they unfortunately do not come out alive. Architecture is warped, with narrow walkways and large areas of empty space. The inner realm features a large central elevator that goes down to the chamber where the death guardian would reside, but which is used by Balthazar as his base.

The Life Realm: The life realm is mainly a giant crystal structure in space. Two pathways spiral up to the top in a double-helix pattern and chunks of asteroids drift around. The central crystal structure is huge and resembles a sun.

Reception

The game received a wide range of reviews[1] but the average ranking was low. In spite of that, the game broke even, and launched the Adrenium Studio. GameFAQs gives it 64.3 from their 48 reviews.[2] MobyGames gave it 44 out of 60 reviews, with a grade of 3 stars and a C-.[3]

In addition, the G4 show X-play named Azurik: Rise of Perathia the third worst game for Xbox.[citation needed]

References

External links


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