Dawn of Magic – PC – Review

Dawn of Magic,
published by Atari is an old-school RPG. The only problem with this is that it
uses most of the clichés of the genre and fails to forge anything remotely new.
This is a game that pays tribute to the old role-playing games, but not
necessarily in a good way.

And,
unfortunately, that means a compelling manner that will draw you back time and
again. There is not even a musical score that lilts along and makes you feel
part of the game. Heck, better crank those speakers to make sure there is any
sound. If you do, what you will get is doors creaking open and some tinny
ambient sound effects.

As the game
begins it seems that a demi-god named Modo has incurred the disfavor of the
immortals. Modo tells the immortals that he is more powerful than they can
imagine, and in return, the immortals strip Modo of his powers and send him to
dwell among the humans, beginning as a baby. Well, Modo has grown up and is
plotting his revenge and this time he is conjuring magic that could destroy the
universe.

Whether we like
to admit it or not, graphics play a part in the immersion of a game. Dawn of
Magic fails in this regard, offering up graphics that might have been solid back
between 1999 and 2001 but are very antiquated by today’s standards. The spell
effects are fine, but the game fakes three-dimensions with the isometric
viewpoint, but is a two-dimensional real-time title. This is a point-and-click
title with a camera that can zoom in as well as an interface that seems more
complex than it is.


The game goes
from a decent viewpoint (in this instance the resolution of 1440×900) to
suddenly opening the inventory and being confronted with big icons splayed
across the bottom of the screen.

You begin the
game by selecting from four available avatars, a weird gypsy (their
description), an awkward scholar, the baker’s wife, and the fat friar. Each
comes with an alignment (all good, by the way) as well as ratings in energy,
intellect, strength, maximum chi and maximum weight. You do get to name the
character, which is about as far as the customization goes at the game’s onset.
Then you are plunked into a school of magic, where you were a student preparing
to graduate. Of course, you are given a timed task to accomplish before you can
leave to higher adventure and this requires navigating outside to kill giant
termites and collect their eggs. Finding the termites is not a problem; finding
outside the school might be. You need to rely on your maps to figure out where
you are going and once that timer starts, little seems to slow it down. It felt
as though two minutes were lost while the game was being saved.

Once you
accomplish the task, you are then given leeway to head for town where more
adventure and many more quests await you.

The interface
starts to get a bit clumsy when you open up your spell book. You have to look
for book markers spread across the bottom of the screen to see the areas of
magic you are specializing in. Then you learn spells, drag them to your hotbar.
You select a spell, which falls into numbered slots, and use it by right
clicking. Each spell has a cool-down time. As you level, you will be able to
increase your spell’s effectiveness.

While out in
the world you will run into mobs that you can attack with ranged magic
abilities, or if you have summoning magic, you can call up a pet to aid you in
your battles. There are random crates and chests laying about the landscape that
you can plunder. As mentioned, movement is point and click; you can also point
to a location on the map and you will run there as well. This is handy. If you
point to a location on the ground outside of a building you are in, your
character will path to the spot. This was done many times without the character
running into environmental objects and hanging up. In addition to running about,
there are teleporters.

As you kill,
you can fill up a blade icon. When it is full, you will get buffs in your trek.
There is a story that underscores the adventure, and there are several
progressive missions you can undertake as well as side missions. There always
seems to be someone waiting to give you something to do. In that regard the game
succeeds in keeping you busy.


The graphics
are reminiscent of those of five or so years ago, with maps that are bordered by
invisible walls. There are different areas that you can teleport to, but each
scenario is a map unto itself without a seamless transition. Expect load times,
though they are small. The game’s sound was rather sparse in the build received.
There are some environmental sounds and a sprinkling of music while the vocal
work is average. The game also supports crafting in both the alchemic arts as
well as repairing and/or embellishing existing items you may possess.

There is an
online element, but this is relegated to the usual suspects – deathmatch, free
for all and capture the flag. There is also a “market” where players can trade
with one another.

Dawn of Magic
suffers from embracing, too closely, the stereotypical elements of RPGs that
have gone before. This is a game that had potential, but when you are tossing
your Diablo 2 hat into the ring, it is best to know what the competition is up
to – and in this case, with games like Loki and Titan Quest in the near past,
those titles just make this game look all the older.

Dawn of Magic
is not a bad game, but it is not a particularly good RPG either. It serves to
honor the past of the genre but does nothing to lay a foundation for the future.


Review Scoring Details

for Dawn of Magic

Gameplay: 5.0
The interface is
clunky and once you can get past that, you will find this is a game that is very
much in step with every RPG stereotype. Yep, there are load times, too.


Graphics: 5.0
These might have
worked last century, but not now. The game is very old school and that includes
the graphical elements.

Sound: 3.0
There’s sound in
this game? Actually, if you turn the speakers up really loud, you will hear
doors opening, monsters gnawing and so on. But it is a minimalistic effort at
best.


Difficulty: Easy/Medium

Concept: 4.0
Can you say
predictable? This game treads most of the clichés of RPG games and tries to
cover them up with quests – which really doesn’t help.


Multiplayer: 5.5
The game does offer
some online components, of the deathmatch variety, but what there is really not
worth the effort to find a match.   

Overall: 5.0
The intent was there
to create a magic-based game in the vein of a Diablo, but the interface creates
its own challenges and the game just is not compelling enough to warrant a
better score. If old school is your forte, this might appeal to you, but as an
entry point to the RPG genre or for veteran players, this is better left alone.