There is a need for more games with a Fantasy theme that aren't limited to RPG-based gameplay. In mentioning
Medievil, I also think of Platform titles with characters like Spyro (a dragon) and games pushing Fantasy angles like
Drakan, a reprise of
Dragon's Lair pure action titles like
Reign of Fire and
Savage Skies. I'm all for this stuff, but I think some companies lose sight of innovation and dare I say quality, using the Fantasy theme as a crutch. Unicorns haven't had much of an impact on the gaming scene, and trolls have generally just gotten a bad rap. So, to see these two paired in
Pryzm: The Dark Unicorn is definitely a new twist. The story strangely manages to be non-violent and violent all at the same time. Pryzm and Karrock inhabit a land infested with plague and although unlikely allies, they band together to help free their world and its inhabitants, to return every creature to a more peaceful state.
Problem is, the creatures infected with the plague have turned into some pretty nasty characters, and will try and stop you as you use the unicorn's healing power to free them. Both Pryzm and Karrock have special magical attacks, and some physical attacks they can bring to bear when magic wears out. Although it is possible to roam around a level knocking down enemies, an enemy who you have turned away from the dark side can still return after entering a plague cloud unleashed by a plague flower. Once all creatures have been turned by you in an area, the defenses of the plague flower come down and you're able to attack it directly. If you can successfully defeat it, the creatures under its spell are free, and what was once an enemy now heals you and replenishes your magic power. And serves as a save checkpoint. Handy, that. Repeat this healing process through every level and you win the game. Oh sorry, you were expecting more than that? Right. So was I. The repetition of an identical process to defeat monsters and heal plague flowers to clear levels makes moving through otherwise new and different areas uninteresting. Boss battles should be a nice bit of variety, but they are too difficult and also too repetitive. I can understand that the targeted audience is young and has a certain desire for predictable, easily learned action, but I'm thinking the baby of creative play was thrown out with the bath water of more adult focused gameplay, resulting in a game that most 10 year-olds will likely put down in sheer boredom after about 30 minutes.