Ferazel's Wand
By: Kirk
Hiner
- Genre: Arcade
- Format: CD
- Developer:
Ambrosia Software
- Publisher: Ambrosia Software
- Minimum Requirements: PowerPC, 90MB hard disk
space, 21MB RAM, CD-ROM, 13" monitor capable of
supporting 256 colors
- Network Feature: No
- 3Dfx Support: No
- Retail Price: $30.00
- Availability: Out Now
I love Ambrosia Software.
I'm almost afraid to say that. I mean, back in high
school, most girls would immediately quit talking to me if
they learned I just liked them. Take Amy Dyer, for
instance. A cuter girl you couldn't wish to meet, and she
could dance like she was about to make it rain. Witty, too.
We would often stop each other in the hallway and
immediately remember back to our service in Vietnam or how
we survived the sinking of the Titanic or some other such
nonsense. But the moment she discovered I liked her, Titanic
be damned, that was it. Gone.
Of course, I can't really say that I blame her. I mean,
who would go out with a guy who frequently wore white
Freddie Mercury jeans, gray cowboy boots and a blue safari
shirt...on the same day? It's a wonder girls talked to me at
all. It's a wonder anyone talked to me at all.
But Ambrosia Software's not that shallow, right? They
don't care what I wear. They love me for who I am...a
Macintosh gamer. And besides, having a only met a couple
Ambrosia reps briefly at Macworld New York, I don't so much
love them as I love their software (much like I didn't so
much love Amy as I loved her...software). As I've mentioned
many times in my reviews/articles for Applelinks, the first
game I ever played on my LCII was Ambrosia's
Maelstrom,
and it's the only game I've ever owned that has been
reinstalled every time I upgrade my computer.
Yet
despite the fact that I own more Ambrosia games than I do
pairs of underwear (another reason Amy wouldn't go out with
me?), I've never reviewed any of them (games, I mean, not my
underwear). Why? I don't know. It's a wonder Ambrosia didn't
dump me and start dating someone from
MGL or
IMG. So now I'm
making it up to them by reviewing their latest wonder,
Ferazel's Wand.
The thing about playing a new game from Ambrosia is that
instead of wondering whether or not I'll like it, I find
myself wondering how much I'll like it. So how much
do I like Ferazel's Wand? I'll get to that in a
moment. But first, a little background on Teraknorn. As is
stated in the documentation:
In the mystical underground caverns of
Teraknorn, the peaceful Habnabits gathered magical ziridium
crystals and practiced their ancient magical arts. One
horrible day, the evil insectoid Manditraki invaded,
pillaged, and killed the Habnabits with impunity. Their
quest - control of the ziridium mines - was given to them by
their Dread Queen Xichra.
As the last of the free Habnabits, Ferazel must fight for
the survival of his race, and wrest the control of ziridium
from the filthy talons of evil. Journey across the seven
lands of Teraknorn to the perilous Great western desert.
Increase Ferazel's skill, stamina, and magic repertoire and
avenge your Habnabit brethren. Anything less would amount to
betrayal.
Okay, so
even before the action begins, you're already given a bunch
of words you can't pronounce. I guess that's the mark of
good games these days; the harder it is to pronounce the
characters' names, the better the game. Ferazel actually
looks pretty simple, until you read that it's pronounced
something like "You're Hazel." What's that all about? Ain't
no one looking at Ferazel and getting You're Hazel out of
it. It's like that Sade woman. Remember her? She was Whitney
Houston's competition back in the mid 80s who tried to get
us to believe that Sade was pronounced Shar-day. Huh uh.
It's spelled Sade, and it's pronounced Sade. If you want to
be called Shar-day, then spell it that way. I can't help but
think she'd still be around today if only she hadn't tried
to be so artsy.
Okay, that thought went much further than I'd intended.
Back to the game.
The coolness of You're Hazel's Wand is apparent
immediately upon launching the game. When the intro screens
fade, they do so in a deep blue that is the kind of
pointless flair I really enjoy. The excellent music from
Eric Speier kicks in, and the obligatory introduction
commences. You learn a bit about what has happened in
Teraknorn (pronounced Teraknorn, I believe) and that you're
the only person who can save the Habnabits. Figures.
You start out armed only with a dagger and a fireball
spell. It's possible to use up your spells, but there are
plenty of refills to be found. There are also plenty of new
spells to be learned, and more weapons to pick up as well.
You'll need them too, as it doesn't take long for the
villians to get tough. And as if they weren't enough to
contend with, there are lava pits, acid pits, spike
pits...you get the idea. Suffice it to say the terrain in
the land of Teraknorn is the pits.
Thank you, ladies and gentlemen, don't forget to tip your
waitress.
Ferazel's Wand contains everything one
would expect to find in a side-scrolling arcade game of this
type. So what makes this one stand out? Style. Pure style. I
mean, I'm not exactly sure what parallox scrolling means,
but I certainly hope that more games start to use it. The
graphics in Ferazel's Wand are some of the coolest
I've seen. Colorful, detailed, speedy...impressive. The game
somehow feels almost as vast as
Tomb Raider or
Unreal
in depth. Quite an impressive accomplishment for a game with
no 3D acceleration.
And perhaps one of the best features of Ferazel's
Wand is the fact that you can begin to play it
immediately after installation. Signposts throughout the
game explain new moves and objects, so the online manual
that ships with it is really only needed for reference.
Actually, I take that back. You'll want to check out the
manual to understand what many of the potions and spells
are.
The controls in Ferazel's Wand are somewhat odd,
but not unreasonable. One unique twist is that if Ferazel
jumps near a wall, he automatically grabs it. This saves a
lot of trouble in many a sticky situation, but can also be
annoying. Sometimes I just wanted him to fall, but the guy
kept flipping back to the opposite wall. It just took a
little getting used to, as did inventory management. Using
Macally's iShock, it
was easy to get mixed up as to which button cycled the
inventory, which jumped, and which attacked. When battling
spiders, bats, goblins, giant mutant frogs and what have
you, I often accidentally cycled to a health potion and
drank it when all I really wanted was to chuck some fire
seeds. But as I rapidly approach yet another milestone
birthday, perhaps that's just my old age setting in.
And perhaps it's old age that causes my interest level in
games to drop after a while. If I had to make any complaint
at all about Ferazel's Wand, it'd be that it does
get somewhat tedious. The power-ups and new villians add
spark throughout, but not enough to keep you up all night
like games of this type often do. Ferazel's Wand is
a game best played in bursts, I think, an excellent way to
kill time between projects, or an excuse to put them off
until tomorrow.
Ambrosia
Software has made a science out of taking used-up themes
from games long gone (indeed, the gameplay in Ferazel's
Wand is not too far removed from Warlock, a
game by Three-Sixty Pacific, Inc. that I still sometimes
play on my Apple IIGS) and--by adding a tweak here, a
feature there, and a kick-butt soundtrack--improving them
well beyond our expectations. Ferazel's Wand is
proof that they aren't showing any signs of slowing down,
and the Mac gaming community is better off because of it.
Hmm. I wonder if Amy Dyer is showing any signs of slowing
down. I shouldn't think so. Sometimes it still rains.
Applelinks Rating
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