The first Magic & Mayhem was sort of a sleeper hit. It didn't  have cutting-edge graphics or audio, but it played a deep amalgam of  role-playing and real-time strategy, garnering critical praise and more than a  few fans. Whether you played it or not is immaterial to enjoyment of this  sequel. There are enough changes in Magic & Mayhem: The Art of Magic to  make it an entirely new game, plus this one is more of a prequel, as it takes  place a half century before the events in the first game.   The Art of Magic's story can at best be described as tried and true, and  at worst clichéd. You play a magically inclined farm boy named Aurax who  wakes up one morning to find his sister Nadia under attack by goblins and other  monsters. The pair fights off the bad guys, heads to town, and finds it under  siege by the fearsome Goblin King. During the battle to defend hearth and home,  Nadia gets captured, and Aurax, as any good magically inclined farm boy  inevitably must do, has to rescue his sister from the clutches of an evil wizard  and steal back powerful magical orbs of power, thus saving the world. The story  is well told through non-player character (NPC) conversations, and the designers  made sure the missions in the campaign mode are varied and interesting (there  are also skirmish and multiplayer modes). One mission involves the  aforementioned Goblin King, another has you storming a troll fortress for an  artifact, and others have you fighting various evil wizards, sometimes in  tandem, for territory or artifacts. 
  All three play modes basically center on what the game calls Places of Power.  You've got to stand on one of these, or summon a creature to stand there for  you, and this helps your spell power recharge more quickly. Because conflicts  against enemy wizards (especially in multiplayer or skirmish modes) generally  devolve into battles of inches, taking and controlling these places is extremely  important. 
  During the game you can recruit allies, like an archer or warrior, while looking  for items to combine so you can access a whole host of spells. Picking which  spells you want to use--and gathering the materials necessary to cast  them--really affects your play style. You can spend your time and items creating  defensive spells, or instead opt for an offensive strategy. The AI does a good  job of learning your playing style and trying to counter it. By far your most  important magic is summoning. You can summon weak creatures, like skeletons or  wolves, or opt for more powerful minions like a fearsome giant. Your choice is  basically one tough monster or several weaker ones, but these beasts gain  experience as they go, so eventually your puny skeletal warrior may become a  skeletal lord and gain new attacks and defenses. The experience track makes you  take care of your creatures; they aren't just cannon fodder. 
  The Art of Magic also features a 3-D point of view and fairly good 3-D  graphics. The spell effects are fantastic, even if the voice acting isn't so  good. The gameplay is very involved but can at times bog you down with minutia,  especially concerning the sheer amount of spells, items, and creatures. But fans  of the first game, or fans of strategy gaming involving high fantasy, will find  plenty of magic and mayhem to go around. --Bob Andrews 
  Pros: 
 - A full 3-D camera system and excellent graphics 
- Plenty of options, spells, creatures, and gameplay 
Cons: - At times a bit too many options; complicated gaming 
- The conflicts sometimes devolve into tedious battles of inches 
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