The last in The Magic Candle trilogy that begins with a bang and ends with a whimper, The Magic Candle III is a case of "more of the same" in anupdated engine. The premise at least is an improvement over The Magic Candle II: your band of intrepid adventurers this time must take on a destructive magical blight that is overrunning Terlermain and the castle and island of Oshcrun. Good King Rebnard is away fighting other battles, so you are left to protect Queen Alishia, Prince Jemil, and the kingdom. Starting with only three volunteers in this episode, you’ll quickly build your party up to six once action gets underway, and you will encounter dozens of volunteers. The interface works pretty much the same way as the first two although several additional features keep play interesting and for the most part lively. Weapons wear out and break. Party members can be left in towns to earn the party some needed cash by performing mundane work. They can also be trained, or you can and expand party awareness and abilities by exploring and finding old tombs and winning over the resident spirits. As with previous games in the series, the game's emphasis isn’t so much on character advancement as it is on “living the life” of characters on a mission. There is still plenty of obligatory combat, but not as frustrating or numerous as The Magic Candle II. Interaction with every character you meet, although important in the two previous games, has never been more so than in your quest to stamp out the blight. Of equal importance is the presence of four distinct libraries you must visit to receive clues and background on various topics. The way in which these libraries are interwoven into the story and the ultimate solution is one of the more enjoyable aspects of the game. All things considered, The Magic Candle III is a good concluding story for the fans of the trilogy. Although much better than The Magic Candle II, it's still not as addictive as The Magic Candle I. Recommended, but not a must-have. Reviewed by: Underdogs |