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Zanzarah: The Hidden Portal
Review by Old
Rooster
September 2002
WantedInnocent and Virginal 18-Year-Old Heroine!
Britney wasn't available, so our developers have scoured Europe
and found, in a London flat, Amy. Indeed, our Amy bears a striking
resemblance to one April Ryanremember her? But on with the
game. Zanzarah is an intriguing amalgam of adventure, RPG,
and first-person shooter. It creates an alternate universe of fairies,
elves, dwarves, and other peculiar creatures. It seems this parallel
world, which has really been there all through time, has been hidden
from us for thousands of years due to some ancient misunderstandings.
However, there is trouble in River City, or Zanzarah, and the ruling
Druids need this naive but bright and good-hearted youngster to
heal the breach, solve the problems, bring the factions together,
make the universe whole again, etc. To accomplish this, Amy must
not only wander the mythical world of Zanzarah, unlocking doors
and making discoveries, but also must become a fairy collector and
gain skills in fairy fighting!
You've Got to Be Kidding!
As one of those rare gamers who likes to read the manual before
playing the game, I was ready to consign this one to some kind of
banishment. C'monfairy fights, card collecting, elves! It
seemed like a Pokemon-type children's game. Well, the banishment
didn't occur, because I installed and started playing in one of
the most gorgeous and superficially involving game worlds I've experienced.
"Step into the Realm of Magic and MistInto the Unknown"
Opening Theme
After a painless 960 MB installation, we are greeted with an absolutely
lovely and original opening theme by one Karina Gretere, an Enya
sound-alike. Deliberately lingering at the menu screen to hear the
theme more than once, I just had to share some of the lyrics with
you:
At last you've found your way;
Roads may change and roads may end;
Shapes may change and colors blend;
But time is forever still.
Amy is presented and controlled through a third-person, Tomb
Raider kind of perspective. With a combination of arrows and
mouse, I found this movement scheme very effective, much more so
than with other third-person efforts. Indeed, except for some keyboard
shortcuts, the game is completely managed with the mouse and four
arrow keys. The interface (health, inventory, conversations, etc.)
is also very effectively done, with one possible and fairly large
exception, to be discussed shortly. In general, then, installation,
controls and overall management are very good.
"I Hope this Isn't One of Those Dreams Full of Little Green
Men" Amy
As Amy is initially transported to Zanzarah, we find not a world
of "little green men," but rather one of the most lush
and appealing game worlds you're likely to see. Using the same 3D
engine that powered Tony Hawk's Pro Skater 2, the developer
has clearly gone to loving pains in a successful effort to involve
the player in a set of believable environments. These range from
the initial Garden of the Fairies to a City of Fairies, Swamp Village,
Village of the Dwarves and the White Cathedral. Most of the inhabitants
who desire to communicate instead of fight speak a dialect that
is translated into conversational trees for Amy's response. From
friendly and helpful owls to the guidance of Rafi, this world of
babbling brooks and swaying trees beckons your active and willing
participation. You want to explore, see more, find out more about
what is happening here.
Sounds are wonderfully done. Soon into the game, you'll hear a
waterfall in the distance and find it in full force just around
a bend. Not only is ambient work effective, but also the voice acting
and background themes integrate beautifully into the whole experience.
Indeed, graphics and overall sound/acting/music earn a gold star
from my perspective.
"You Need a Fairy Bag to Fairy Fight" Rafi
Unfortunately, what at first seemed a rather pure adventure (solving
puzzles, unlocking mysteries, interviewing citizens) rather quickly
deteriorated (in my judgment) to a peculiar skill buildup and collecting
game with the primary thrust related to fairy fights, almost in
a Quake III or Unreal Tournament fashion!
It seems there is an astral plane in this alternate world, populated
by 77 kinds of fairies, in various classes (water, energy, stone,
ice, fire, etc.), each with its own specific strengths and weaknesses.
A "Table of Effectiveness" is included with the game,
showing which of the 12 classes work best against others (sort of
a "rock, paper, scissors" approach). For example, a fairy
with a high energy rating will work well against water but not against
stone. Further, each fairy has two defensive and two offensive spells,
as well as experience levels ranging from zero to 60. In a confrontationand
these appear randomly and often as you exploreit's important
to be equipped with the "right" fairy companion, or at
least have the right one immediately available in the set of five
you can have with you at any one time. Of course, you can travel
back to London to gather alternate fairies, assuming you've added
them to your collection at some point in your quest.
Then, there's the fighting itself. Even as an experienced Unreal
Tournament player, I had some difficulty with the controls.
It's a first-person shooter scheme not done very well, I'm afraid.
Movement involves holding down left and right mouse buttons at times,
while watching your mana level (health). It all becomes difficult,
annoying and unpleasant. Fortunately, there is an "enabler"
available that leads to an automatic win in a fight and, in turn,
leads to more direct movement toward the final outcome of the game.
Drop a line if you would like that cheat, I mean "enabler."
Finally, you also have to be thinking about and managing magic
spheres (crystal, gold and silver), as well as other various and
sundry items necessary for progress in Zanzarah, including
a Pixie Bag, herbs, healing potions, golden carrots, an ocean conch,
coins, and, my favorite, the garlic atomizer. Collecting various
fairy cards enables your visits to different lands or areas (keys).
"Humans Are So Terribly Minded Where Magic Is Concerned"
Rafi
There are about 25 hours of play in Zanzarah if you "skip"
most of the fairy fights and proceed as directly as possible. The
land is wide open and, although certain keys and tasks are required
to proceed to the next level, one really has to search, explore,
chat with townfolk. Frankly, for this gamer, the fairy fights and
even the collecting became something of a pain, redundant, even
mind-boggling. I became frustrated by the action sequences and was
pleased to find the enabler code available. Never having played
Pokemon, perhaps I'm not of the necessary mindset for this
kind of experience.
After my first hour with Zanzarah, I told our fearless leader
that I didn't care what kind of game was incorporated in this worldit
was so beautiful and involving that just being there made it all
worthwhile. Well, it does make a difference, and the esoteric and
rather peculiar gameplay (from my perspective) affected, I'm afraid,
my overall viewing of the title. With its stellar graphics, fine
level design and wonderful sound, Zanzarah could readily
have earned one of our coveted gold stars if the gameplay had been
more purely adventure, or even action/adventure, in the sense we
typically experience it. Instead, in an apparent desire to be creative
and different, the designers went with a strange collecting game
coupled with a substandard shooter. In spite of the lovely world,
the complexities of managing fairies, together with the difficult
fights, brought this down to a thumb up rating. As a disclaimer,
this is one Rooster's opinion, and it's very possible that others
may find this gameplay right up their alley and not as mind-boggling
as did this player. Indeed, I would recommend the game to many,
given the reservations expressed above and, once the price becomes
"budget," which I suspect will be soon, you may well choose
to "step into the realm of magic and mistinto the unknown." 
Please visit our
forum to discuss this game
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The Verdict
The Lowdown
Developer: Funatics
Publisher: THQ
Release Date: June 2002
Available for:
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System Requirements
PII 500 (PIII 800 recommended)
64 MB RAM (256 MB recommended)
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