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Publisher : Graffiti Entertainment<br />
Developer : Sabarasa Entertainment<br />
Release Date : 12/6/2006<br />
Rating : Teen<br />
2.5 of 5<br />
Review by Wanderer<br />
Genre(s) : RPG<br />
Category : Time Paradox<br />
# of players : 1<br />
You could be forgiven for thinking Mazes of Fate is a repackaged<br />
ten-year-old PC game, sort of like Astonishia Story on the PSP.<br />
It’s got all the earmarks of a classic first-person dungeon stomp,<br />
right down to a somewhat unfair difficulty curve.<br />
The weird thing is that it’s a brand-new game. Sabarasa<br />
Entertainment, out of Argentina, is the first Latin American<br />
developer to make a title for a Nintendo console. I’ve been<br />
following this game for a little while, and they’ve been up front<br />
about what they wanted to do. They played a lot of classic dungeon<br />
crawlers, and were hoping to make a game that was a distillation<br />
of what made those classic titles fun.<br />
Mazes of Fate, as such, is aimed strictly at hardcore retrogamers.<br />
Think of Wizardry, Dungeon Master, and Eye of the Beholder, and<br />
you’ll get some idea of what Mazes of Fate is all about. You begin<br />
in a small village, with no greater ambition than surviving long<br />
enough to become a hero. Early conversations serve as teasers<br />
for what’ll eventually become the game’s driving plot — a battle<br />
against a race of evil goatmen to save humanity from extinction at<br />
the hands of the gods — but you start off as J. Random Adventurer,<br />
with a hundred gold crowns, a simple weapon, and the life<br />
expectancy of a snowball in a cyclotron.<br />
You pick up on quests by talking to the people around town, who<br />
show up as hand-drawn images whenever you enter a building, and<br />
who you interact with through conversation trees. Most of these<br />
quests will take you into caves, crypts, dungeons, towers, and<br />
forbidden temples; in other words, you go to many of the usual<br />
places where evil things with fat loots tend to hang out.<br />
Exploring those areas forms the bulk of the gameplay in Mazes of<br />
Fate, and this is where the retro kicks in. You interact with your<br />
environment by pressing B, then moving a hand icon around the<br />
screen and pressing A, to pick things up, take objects, pull levers,<br />
or what-have-you.<br />
When enemies show up, you take them on by calling up a combat<br />
menu. It looks like the combat should be real-time, but it’s turnbased,<br />
and its conflict resolution system seems to owe more to<br />
pen-and-paper RPGs (or maybe to early computer games that were<br />
essentially based on pen-and-paper RPGs) than to anything else.<br />
You should expect to miss a lot, but then, so should the enemies; at<br />
the same time, you may drop an enemy in one lucky hit, but they<br />
can sometimes do the same thing to you. You need a few levels<br />
under your belt before you can really expect to survive without<br />
convulsively saving the game every couple of feet.<br />
That may be the biggest problem Mazes of Fate has. It’s an<br />
unapologetic throwback of a game, and it faithfully recreates<br />
an entire bygone subgenre... including a few of the bad parts.<br />
It’s riding the boundary between being challenging and being<br />
completely ridiculous. That, on top of a generally unpolished<br />
presentation (the script’s full of minor translation problems, and<br />
there’s a certain amount of input lag on all the menus), is enough<br />
to dock it a point and a half. There’s a hell of a sequel lurking<br />
somewhere in Mazes of Fate, but for now, how much you like the<br />
game may depend on how fondly you remember the PC RPGs of the<br />
late eighties.<br />
Rating: 3.5 of 5<br />
2nd opinion by Jeremy • Alternate Rating : 1.5 of 5<br />
Due to dim dungeons, a slow pace, and choppy battle, this is only recommended for Eye of the<br />
Beholder fans. Curious players should wait for a price drop, while the rest can safely skip MoF.<br />
68_REVIEW_MAZES OF FATE HARDCORE GAMER MAGAZINE_VOLUME 2_ISSUE 8_FISSION MAILED<br />
Alongside Contra and Gunstar Heroes,<br />
Metal Slug has always stood for runand-gun<br />
action on an awesome level.<br />
Throughout its seven installments<br />
(Metal Slug 3D/Evolution doesn’t count,<br />
though I can’t quite bring myself to<br />
loathe it outright), expertly-animated<br />
hand-drawn sprites populate the<br />
screen, leaving you and a friend to<br />
shoot them down without getting<br />
shot yourselves.<br />
For the most part, all six Metal<br />
Slugs (and Metal Slug X) are all<br />
reproduced faithfully on the Wii.<br />
It even lacks much of the slowdown<br />
that the NeoGeo games had. There’s just one niggling<br />
bit that the developers left out: when enemies with large<br />
amounts of hit points are shot, they’re supposed to flash. In this<br />
anthology, that rarely happens. Sure, it adds some challenge, but not<br />
in the way it should.<br />
The presentation itself also shows signs of being rushed. The menus<br />
are bare-bones, not even going to the trouble of giving you visual<br />
diagrams of the control schemes. Also, is it asking too much these days<br />
for developers to provide high-resolution official art as unlockables<br />
instead of small, blurry images? The unlockable arranged music is a<br />
plus, lack of online play is a minus.<br />
Seven differing control schemes have been included, and the<br />
developers went all out. Some are welcome additions, such as the<br />
one that moves your character with the nunchuck while letting you<br />
shoot with the Wii Remote’s trigger, and chuck grenades by flicking<br />
2nd opinion by Ashura • Alternate Rating : 3.5 of 5<br />
I am probably the biggest Metal Slug fan here, and the lack of a classic controller config (or GC d-pad) and<br />
hit-flash brings MSA down. The collection is great despite its flaws, however, and well worth picking up.<br />
HARDCORE GAMER MAGAZINE_VOLUME 2_ISSUE 8_FISSION MAILED<br />
Review by Racewing<br />
Publisher : SNK Playmore Genre(s) : Retro Shooter Compilation<br />
Developer : Terminal Reality Category : Leave No Cute Soldier Girl Behind<br />
Release Date : 12/14/2006 # of players : 1-2<br />
Rating : Teen (Blood, Violence)<br />
your wrist. Some are just crazy enough to work, like<br />
the Nunchuk-Only mode that lets you play<br />
one-handed. Some are well-intentioned<br />
flops, like the Arcade mode that asks<br />
you to hold the remote as if it were<br />
an upright arcade joystick. Finally,<br />
some just outright fail, such as the<br />
one that asks you to tilt the Wii Remote<br />
left and right to move your character.<br />
However, depending on your point of view,<br />
these control setups are either<br />
MSA’s biggest draw or biggest<br />
flaw. For all of its ways to play, the<br />
developers neglected to include a<br />
traditional mode with digital control<br />
and three buttons. The closest it gets<br />
is with the Gamecube controller, and<br />
D-Pad support for it was disabled, along<br />
with Classic Controller support. This means<br />
that people wanting to play with a control pad or an<br />
arcade stick are pretty much SOL.<br />
Is this a ballsy move, or just developer idiocy? You be the judge.<br />
The lines have already been drawn regarding this one by the fans.<br />
Personally, I got the game for the Wii-specific controls, and have other<br />
ways to get my Slug on, normal-style. Therefore, I’m not complaining.<br />
If you absolutely, positively must recreate a “true” arcade Metal Slug<br />
experience, you’re best off looking for a different version of MSA in<br />
the months to come. If, however, you like your shooters with added<br />
comedy and play variation (trying out all of the different controls is a<br />
blast with friends), then you might want to give this a shot. You bought<br />
your Wii to play games in non-traditional ways anyway... didn’t you?<br />
Rating : 3.5 of 5<br />
3.5 of 5<br />
METAL SLUG ANTHOLOGY_REVIEW_69