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Reviews (1)
June 2, 2008

Young Kaven the apprentice seeks to become a Lightbringer at the Mage Academy in Sanxion. Can you help him overcome the dangers of the road? This is a fantastic conquest game in the spirit of Heroes of Might and Magic and combines some classic arcade puzzles too.

Instructions:
Use the mouse to select cities on your route. Click on shapes to move them to adjacent squares in battle mode.

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  1. Sorpigal

    Spellblazer. An innovative game that fails to deliver.

    Spellblazer is an interesting take on the “match three in a row, stuff collapses down” genre. In fact, I’d say it’s the only game to take this kind of ‘puzzle’ and make it actually interesting to play. Most other games of this type fail to go further than “you have a time limit” and “see how high you can score” to make it interesting. Taken on this level Spellblazer is somewhat innovative and worth a look.

    As an RPG, however, Spellblazer fails to excite. At the start you wander the map with three spells (heal, ice, fire) and defeat random monsters. The monsters you encounter seem to be partly or entirely based on which map you’re on. Winning battles with monsters gets you gold which can be spent in any town. But the only things you can buy are “Rest (20 gold)” and “Rest (100 gold).” Resting doesn’t heal you, just arriving at a town does that, but it does give you bonuses in battle and may make you traverse roads faster.

    Once you reach the first city you are asked to patrol the roads, which amounts to going to each one and choosing to “patrol” it. Patrolling a road causes you to encounter one random monster, much like any random encounter. Roads are color coded red, yellow and green in order from least to most safe. Patrolling a red road and defeating the guardian monster turns it yellow, a yellow road will turn green. Green roads cannot be patrolled. Once all roads on a given map are green you can return to the city that gave you the quest and you will be rewarded with a new spell.

    The game proceeds like this, and very slowly too. Losing in battle is not a problem… if you lose you respawn with no loss of gold and in the same location. The only requirement is that you must re-fight the monster that defeated you until you win… but this is no problem because every time it defeats you the monster gets weaker (ie, its max HP drops and it does less damage). Your eventual success after much tedious repetition if therefore assured, no skill required.

    Though you do ‘learn’ new spells there is no other character growth. No levels, no equipment, no nothing.

    On the final map is the magic academy the plot says you need to seek. When you arrive there the master magician requires that you be tested before being allowed to study and the test takes the form of… yes, that’s right, another battle! This one is a little different in that the master magician heals himself to maximum after every hit and cannot be killed no matter what. He also never attacks you, so the only way out of the battle is to attack him with Dark Magic.

    Dark Magic? Where did that come from and how do you learn about it? Oh, it just shows up at a certain point, no explanation. But if you attack the master magician with it, which let’s face it sooner or later you will do, he freaks out and orders his guards to attack you. If you’ve gotten to this point the guards are pushovers, but don’t worry if they give you some trouble. Losing to the guards just means you have to fight them again right away. When you defeat the guards the master magician attacks you and, again, you ultimately can’t lose. Lose once and it just keeps going, again and again! When you eventually kill him the game is over.

    Yes, just like that. And that’s really it. A pointless ‘adventure’ with nothing besides the battle system to keep you entertained followed by a completely unalterable and unfulfilling ‘win’ at the end.

    The same combat idea put in to a much better game would be a lot of fun to play–and also not too hard to create; the bar is low.