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Magic and Mayhem

 
Games: Magic & Mayhem

Game Description

Mythos Games, which created the award winning X-COM series, has produced its first freelance title Magic & Mayhem, published by Bethesda Softworks. In it, you play the role of a student sorcerer who has graduated from the Magic Academy and returns home to his uncle's laboratory.

But the laboratory has been destroyed and your uncle is nowhere to be found! After a clay-animation opening sequence sets the stage, the quest to find your uncle begins. The adventure will take you through Greek, Celtic and Medieval lands as you seek to complete over thirty single-player missions.

The gameplay is a blend of strategy and mystical combat. If you don't want to get your own wand dirty, you can use your magic powers to summon a whole host of creatures to do your bidding; brownies, bats, trolls and dragons will all be at your beck and call. Once these are summoned, they can be used to collect clues, attack evil wizards or scout the area for you.

In addition to your ability to command mythical creatures, your powers enable you to control the elements themselves, allowing you to bring meteor showers or lightning. Help is present throughout the game from Hermes, your faithful raven familiar. Throughout the game, a built-in Artificial Intelligence analyses your playing style and adapts the malevolent wizard's responses accordingly, thus preventing you from using the same moves each time.
~ Nick Smith, All Game Guide

Roots & Influences

Many of the elements that went into the successful X-COM series of games by the same developer can be seen in either direct ways or subtle nuances within Magic & Mayhem. This genre contains dozens of similar type games and many indirectly influenced elements of gameplay such as magic spells and inventory management are inevitable.
~ Michael L. House, All Game Guide

Review: Overall

The story of Magic & Mayhem is a familiar one. You are an enthusiastic young wizard and upon graduating from the magic academy, you report for duty at your favorite uncle's laboratory, only to find it wrecked and your uncle gone. You must find your uncle, by completing over 30 single player missions or 40 multi-player maps with friends over a network or a null modem connection.

As soon as the game loads up, you know you're in for something different. Rather than the standard full motion video or animated opening sequence, you are treated to a wonderful, almost old-fashioned, clay animation telling you the story thus far, all accompanied by an ethereal, lilting Celtic tune.

The quest to find your uncle takes you through elaborate 3D screens in Celtic, Greek and Medieval lands and involves you in a mixture of traditional strategy and magical combat. You have a host of spells at your command with which to fend off the enemies you encounter, such as zombies and brownies who are hell-bent (literally) on your destruction. You can summon up the elements to Meteor Shower your foes or Lightning Spell them into blackened ash. Other spells, such as the liquefying Gooey Blob, have to be seen to be appreciated fully.

If you don't want to get too closely involved in mystical combat (you wimp!), you can use a selection of creatures to help you with scouting or fighting. Your ever-ready raven friend Hermes shadows you to give advice and guidance when needed, so you never feel too frustrated while playing. After each battle, you are awarded experience points that can be spent on extra health, different spells, or obtaining more creatures to control in your battle against evil.

The presentation of this game is superb, with excellent quality and clear graphics (no 3D accelerator card needed, a welcome change) and atmospheric sound. The gameplay allows gentle acclimatization and entertainment while learning the spells. But be warned, for the game's inherent Artificial Intelligence feature analyzes the moves you make and after several games any shortcuts you've discovered may not be there next time! This promotes some healthy lateral thinking in how you play, so you don't get trapped in an area of the game you had problems getting out of the first time around. This game is highly recommended for hours of intelligent entertainment.
~ Nick Smith, All Game Guide

Review: Enjoyment

The variety of missions keeps the game fresh
~ Nick Smith, All Game Guide

Review: Graphics

Detailed yet clear and textured
~ Nick Smith, All Game Guide

Review: Sound

Eeerily mystical, in keeping with the feel of the game
~ Nick Smith, All Game Guide

Review: Replay Value

Artificial Intelligence within the game means you can play differently every time.
~ Nick Smith, All Game Guide

Review: Documentation

Useful colorful manual
~ Nick Smith, All Game Guide

Production Credits

BETHESDA SOFTWORKS Sales and Marketing: Vlatko Andonov; Public Relations: Ashley Cheng; Marketing Assistant: Teresa Vaughn; Quality Assurance: Wendell Alvero, Mike Mazzuca, William Woodford; Manual Layout: Michael Elspas; Additional artwork: Sean Ekanayake; VIRGIN INTERACTIVE ENTERTAINMENT (EUROPE); Producer: Paul Whipp; Product Manager: Louise Gaynor; Lead tester: Dave Casey; Testers: Jerry Kevern, Dave Isherwood, Chris Arnsby, Leila Bokei, Jonathan Stocken, Robert Paul; Quality Assurance: Llewellyn Ligas, Graham Archer; MYTHOS GAMES Game design: Julian Gollop, Ian Terry; Senior programmer: Nick Gollop; Lead programmer: Ian Tory; AI programmer: Andy Greene; Programmers: Thad Frogley, Billy Leverington, Dave Bostock; Tools/sound programmer: Simon Watson; Sound design: Garry Taylor; 3D artists: Charles Abrahams, Jon Tyler, Mark Simmons; Artists: Matthew Jeffery, Daniel Havardi, John McAleavy, Wendy Buscall; Creature models: Alan Friswell; Art direction: Ian Terry; Lead QA & mapping: Mark Simmons; QA & mapping: Steve Moorhouse, Jason Grace; Music: Simon Emerson, Martin Russell...and the Afro Celt Sound System; Wizard voices: Brandon Maher, Tim Clark, Pete Clark; Character dialogue: Andy Diggle (2000AD), Wendy Buscall, Julian Gollop; Mythos testers: Dave Moore, David Abrahams, Lewis Terry, Rebecca Terry, Liam Mongelard-Edlin, Pat Edlin, Chad Winton; Project management: Julian Gollop, Helmut Watson; Office management: Sonia Lewis; Financial management: Peter Gollop; Moral support: Sue Gollop; Thanks to: Peter Fehervari, Sally Anderson, Roger Lee, The Sandwich Bar, CB1 Radio/Model Shop; MYTHOS FILM CREW Director: Greg Boulton; Consultants: Glen Hall (Aardman Animations), Alan Yates (Aardman Animations); Animator/Camera: John McAleavy; Producer: Sonia Lewis; Models: Richard Brown, Pablo Bach; Set construction: Dave Moore, Andy Lee, Connie Stevenson, Charles Abrahams, Beth Abrahams, Melanie Findlay; Post production: Lyn Urbanowicz; Sound: Garry Taylor, Martin Russell; Voices: Pete Clark, Lucy Clark
~ Michael L. House, All Game Guide
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Wikipedia: Magic and Mayhem
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Magic and Mayhem
"Magic and Mayhem" Cover Art
Developer(s) Mythos Games
Publisher(s) EU Virgin Interactive Entertainment Ltd. (WIN)
NA Bethesda (WIN)
Designer(s) Julian Gollop, Ian Terry
Platform(s) Microsoft Windows
Release date(s) EU November, 1998 (WIN)
NA May, 1999 (WIN)
Genre(s) Action, Real-time strategy, Role-playing game
Mode(s) Single player, Multiplayer (LAN-only: IPX, TCP/IP, Null modem)
Rating(s) ESRB: Teen (T)
ELSPA: 15+
USK: 12+
OFLC: 15+
Media CD (1)
System requirements 133 MHz CPU, 32 MB RAM, 4X CD-ROM drive, 100 MB HD
Input methods Keyboard, mouse

Magic & Mayhem, also known as Duel: The Mage Wars (US), Mana: Der Weg der schwarzen Macht (Germany) and Arcanes (France), is a fantasy/mythology-themed real-time strategy game designed by Julian Gollop[1] and developed by Mythos Games. It was published by Virgin Interactive Entertainment (European release) in late 1998, and by Bethesda (North American release) soon after in 1999[2]. Although the game received generally positive criticisms[3][4], it met a quiet public reception.

Magic and Mayhem was designed by Gollop as the next incarnation of his successful Chaos video game concept, involving the same mythical wizard combat[5]. Like Chaos, the player assumes the role of a wizard that can cast spells and summon creatures in order to defeat the other wizards in the battle.

In the single player campaign, the player assumes the role of Cornelius, a young magician who yearns to become his uncle Lucan's apprentice. He arrives at Lucan's home shortly after graduation from the Hermetic Academy and eager to begin his study, only to find his uncle gone and the home in ruins.

Contents

Gameplay

The player's primary character is their wizard, and who can cast spells, summon creatures and (in the campaign) interact with other characters. The wizard and any summoned creatures are controlled, as in most strategy games, by dragging selection boxes and using the mouse buttons to interact and issue orders. Casting spells and summoning creatures uses mana. Wizards replenish their mana by occupying "Places of Power" with their creatures, or using up one-use "mana sprites" that are picked up around the map. Magic and Mayhem is built into an isometric grid, with creatures occupying (or flying above) squares on the board.

The game includes two game modes; the campaign progression and a "quick battle" option, similar to a deathmatch. The campaign is single player only, but quick battle can be either single or multiplayer over a LAN network.

The Portmanteau

Magic and Mayhem uses a unique spell system, in which magical ingredients are needed to be able to cast each spell in the game. In the campaign game mode, these ingredients (such as Brimstone, Clover and Zircon) are gradually acquired as the game progresses. Before each level begins, the player can use their Portmanteau spell-box to combine an ingredient with a "talisman" of either Law, Chaos or Neutrality. This results in a spell that the player can use for the duration of the battle, which can be changed again after the battle has ended.

Plot

Setting

Magic and Mayhem is set in three mythological/historical realms; Avalon, Greece and Albion, covering Celtic, Greek and Arthurian themes respectively. In the campaign, the player journeys their way through each realm in order, with map design and terrain corresponding to the current realm. For example, maps set in Albion may include medieval gothic castles, whereas Greek maps contain classical mediterranean architecture.

Geographically, each realm is not strictly adherent to their historic counterparts; for instance, the "Greek" realm is modified slightly, with Colchis and Crete separated from Greece by only a thin stretch of ocean channel. Myths, such as Jason and the Golden Fleece, are also modified slightly, with Cornelius rather than Jason retrieving the artefact.

Story

The game's introductory movie presents Cornelius as he visits his uncle's magical laboratory, only to find it in ruins. He deduces that something bad must have befallen the absent Lucan, as his flying machine is primed and ready for a trip. Cornelius decides to undertake the journey his uncle was planning. A raven, soon after introduced as Hermes, accompanies Cornelius from thereon throughout the game, who decides this must be Lucan's familiar.

Cornelius crashes in Avalon, ruining the flying machine. He begins his quest to find his uncle, soon encountering hostile wizards who are none-too-helpful in aiding him. On his journey through Avalon, he meets allies including Twingkindle the brownie king and Percival the knight, the latter of which joins Cornelius in return for his aid in finding the Grail. The two soon acquire the Grail, and eventually reach the castle Joyous Guard, the centre of villainy in Avalon. After an epic battle with the resident baron-wizard Bertilak, Cornelius finds and frees his uncle Lucan, only to confront the game's main antagonist, the Overlord. The Overlord demands Cornelius hand over the Grail, but when Cornelius refuses, the Overlord leaves without a fight. Lucan, who had been kidnapped by the Overlord's minions, reveals that his power is weak in Avalon. After the battle, Cornelius wants nothing more than to return to the mundane world with Lucan, but it is revealed they must find a specific portal to do so, so their quest must continue through a magical gateway into Greece.

Arriving in Greece, Cornelius continues to travel looking for a way back home, but encountering yet more hostile wizards and evidence of the Overlord's misdeeds. He stumbles upon Ariadne, angering her by his intrusion into her home, but besting her in combat and forcing her to flee. He eventually arrives in Delphi, defeats the tyrannical wizard that keeps the city in anarchy, and consults the Oracle on the Grail. It is revealed that the Grail grants immortality, and explains why the Overlord demanded it of Cornelius in Avalon. The Oracle also reveals that the Golden Fleece of Colchis must be retrieved for the Grail to work. Cornelius travels to Colchis and defeats the dragon that guards the Fleece, taking it for himself. After killing the ruler of Colchis, King Aeetes, he unwittingly releases the witch Medea who escapes back to the mainland. Cornelius arrives in Sparta to find the city in ruins by the hand of the Overlord. He finds Ariadne and Lucan sheltering from Medea, who turns out to be a servant of the Overlord. Cornelius defeats Medea a second time, and forces her to flee to the Labyrinth in Crete. He soon catches up and defeats her, at the same time finding a magical gateway to Albion beneath the maze.

In Albion, Cornelius, Ariadne and Lucan encounter Sir Lancelot, loyal knight of the deceased King Arthur. He reveals the Overlord usurped and murdered Arthur, hunting his loyal surviving knights over Albion. Lucan reveals that finding Merlin, Arthur's royal wizard, may be the only way to stop the Overlord. Cornelius arrives in Broceliande, the last known whereabouts of Merlin, to find his tower empty. They continue their quest onto mainland Albion and Salisbury Plain, where Lucan is slain by the Overlord and the remaining protagonists flee. Cornelius continues his quest, gathering Arthur's loyal knights and attacking Camelot, freeing Ariadne and Lancelot and retaking the castle. Cornelius and his allies eventually meet the Overlord at Dinas Emrys, defeating him and returning to the mundane world.

Multi-media

Music

The background music for Magic and Mayhem was composed by the Afro Celt Sound System[6][7], and received good comments in several of the game's reviews[4]. As stated by Simon Emmerson, founder of the group:

The Mythos Team were drawn to The Afro Celt Sound System because our last record (Vol. 1: Sound Magic, Real World Records CDRW61) had the slow builds and epic soundscapes they felt would work wonders in a multi-media context. Our task was to create a soundtrack subliminal enough to provide good background atmospheres as well as performance pieces and themes for respective realms.

Simon Emmerson, Magic and Mayhem game manual

Movies and Cutscenes

Magic and Mayhem uses distinctive claymation for its movie cutscenes[3].

References

External links


 
 
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