© the otherpress ¢ Culture ra Fi February 25, 2004 ZastrozzZi, The Master of Discipline Amanda Aikman Culture Editor While the bloated carcass that is the third installment of the Lord of the Rings trilogy attempts to clean up at this year’s Academy Awards, a darker “Demon of the Rings” is coming to a stage near you. Very near you, actually—right here at Douglas College. The Douglas College Theatre and Stagecraft departments will be presenting the Denise Kenney directed Zastrozzi, The Master of Discipline at the New West Campus’s Studio Theatre from March 5-13. According to organizers, this play, by acclaimed Canadian playwright George F. Walker, is a “futuristic circus environment combined with the raw, violent theatricality of the World Wrestling Federation and the crazy, post-apocalyptic visions of a Mad Max, Beyond Thunderdome.” That beats watching a Hobbit chase after some wayward jewelry any day. The characters in Zastrozzi are mythologi- cal icons of good and evil, plagued by their individual preoccupations with revenge, romanticism, honour, reason, cruelty, and sex. “Zastrozzi is a morality circus,” says Kenney, “The philosophy of the play is that life is a series of meaningless events. In order to avoid despair, you have to keep occupied. And that’s what the characters do—some- times with violence.” To help foster this chaotic atmosphere, Canadian pro wrestler Vance Nevada was brought on board to assist the actors with their wrestling moves, and swashbuckler/for- mer Douglas student Brad Tones returned to help sharpen their swordplay skills. The fight-club ambiance of the performance is also aided by setting the stage in a circus/wrestling ring with the actors sur- rounded by the audience—except of course when events transcend the boundaries of the enclosed stage. The title role of Zastrozzi, played by stu- dent Baljinder Grewal, is that of a master criminal who is fixated on _ revenge. “Zastrozzi is a wonderful psychopath,” says Kenney. “He’s the negative, natural conse- quence you can't avoid in life, like getting hit by a bus. There’s no rhyme or reason—it just happens.” But Zastrozzi doesn’t get to have all the fun; the entire cast is peppered with larger- than-life animalistic characters that are driv- en by sexual and lustful impulses. According to Kenney, that's typical of characters crafted by the provocative playwright Walker, who has been repeatedly honoured for his theatri- cal efforts. With eight Chalmers Awards, five Dora Awards, two Governor General’s Awards for Drama, and successful produc- tions in. New York, Los Angeles, Seattle, San Francisco, and Chicago, it looks like Mr. Walker's work is finally ready to tread the boards in good old New Westminster. Catch Zastrozzi, The Master of Discipline from March 5-13, at 7:30pm with two-for- one performances on Monday and Thursday at Ipm, Tuesday at 7:30pm, and Saturday at 2pm. Douglas College Studio Theatre, Room 4140, 700 Royal Avenue, New Westminster. Tickets are $5 for students and seniors, $10 for general admission. To order tickets con- tact the box office at 604.527.5488. For group bookings call 604.527.5281. Final Fantasy Crystal Chronicles This was a tough review to write. For some reason I just couldn't seem to finish it unless I had a couple of other people with me, and some GBA connectivity. So the first thing that probably comes to mind is to check the ski conditions down south if SquareEnix is making a game for a Nintendo Console, considering the Mario RPG incident. This is more of a brand extension of Final Fantasy than your regular, turned-based, 80-hour adventure. It’s a four-play action RPG, with simple yet intuitive controls, fun game play, a great excuse to get four people together, and some- thing that’s going to require each play to have a GBA and a Game Cube link cable. So since this game is to pro- mote hanging out with your gam- ing friends, and the buying of more Nintendo products, I had to call in my gaming friends to assist on this review (mostly because I dont have a Game Cube and therefore didn’t buy the game). A time and place was set and on a sunny Wednesday after- noon at Douglas. We rounded up one Game Cube, four GBA SPs, four packages of fresh link cables, a brand new copy of Final Fantasy Crystal Chronicles, a memory card, and an empty room with a TV, and we were ready to make history. Now the first thing I suggest to all of you at home before hooking up your GBAs to the Game Cube is that you might want to make sure you take the game out first, since three out of four people in our party seemed to want to play Tactics Advance. I will tell you one thing though, half the experience on this game and a great deal of the fun you'll derive out of it is based on whom you play the game with. I don’t think I could stress the point more. If the people you play with aren't being fair or tak- ing it seriously it’s going to be a chore to play. As for my group, I think we did rather well, although when I asked them for a few words on it, only two of them wrote something that could be printed. The other assistant, who shall remain nameless, wrote a review in “1337 speak” version, which was a compilation of incomprehensible insults and expletives he used during the gaming session. Here, however, are a few words from gamer Kevin Chow with his take on the experience. “Crystal Chronicles is one of the most unique multi-player games available that utilizes the GBA connectivity with the cube. The game, which mostly focuses Rea Page 16 ¢ http://www.otherpress.ca on multi-player, also includes a single-player mode that does not require a GBA to play. I guess this would be Nintendo's strategy of allowing anyone to pick up the game despite the fact they don’t have a GBA. However, in single- amusing enough. Each dun- geon/area you got to fight in you had the ability to collect powerups and spells, and to earn money and collect items and plans for making new weapons and armor, along with the materi- player mode, the GBA connectiv- ity almost seems pointless, as the only advantage is that it will dis- play a radar to tell you where the heck to go. What’s even more obscure is the fact that in single- player mode you must have the original Nintendo controller plugged into slot one, meaning you cannot use your GBA as a controller like you can in multi- player mode. Multi-player mode is where this game really shines. Similar to Four Swords, the ideology of compete and cooperate carries on, in which you have to work with your teammates to defeat enemies as well as to collect the items both you and your team- mates want. Some of the features in multi-player mode define cooperating as ‘each player is assigned a random radar screen, that when shared with the other players, benefit all.” We've also got a one Mr. Edward Keech to throw in his two cents on the matter, “This game I found was, well, very slow at first. It took a long time to do just about anything. Selecting your Character Class and Type was unintuitive and I’ve played a lot of games. There were no Pop up boxes to tell you the differ- ences between the classes or what their favorite types of skills or preferred types of attacks were. It was poorly done.” The Game play itself was als to collect these pieces of armor. But what was most inter- esting was at the end of each area you were graded in_ points depending on what you were told to do or not to do in that area. And the highest scorer of the areas gets to choose their special power-up item first. All in all, it was a decent enough game; moderate game play with a different feel. Definitely nothing else like it on the market. The only large draw- backs are that you need at least one GBA to play this, and for each other person they need one as well.” Now I guess I should talk about the other half of the experi- ence, which is the game itself. The controls are fairly simple; with everything being routed through the game boy it realisti- cally limits you to four button controls. But what makes up for this is the great fact that the action never stops if anyone has to go into their menus. If you have ever played any multiplayer console RPG you know the pain of your adventuring party pissing you off by constantly re-arrang- ing their equipment while you want to hit things. In addition to being your link to your inventory, the GBA also provide these nifty little maps devices that have a random effect for each play such as dungeon map, enemy radar, and scan. All the adventuring is broken up into separate dungeon segments, each with an end boss. While in this dungeon, one member of your party must be charged with carrying a bucket with a crystal and some magic stuff in it—I really wasn’t paying attention to what it was. But what it does is stop you from dying from harmful energies and if you venture outside the range of the bucket you start to loose life rapidly. Now this may sound very much like a burden but it actually makes sense in why you have to stay together on screen, and once battle breaks loose youre able to leave the bucket on the ground. Also, there is no experience point system in this game, so you don’t get stronger by just hitting enemies. But what they do imple- ment is a system of artifacts, and in each dungeon, you find vari- ous different artifacts that tem- porarily increase your stat points. At the end of the dungeon, each player gets to pick an award they can permanently keep. Who picks first is based on who best fills the requirements of a random task they are assigned at the beginning of the dungeon. Now, since youre playing as a team, even if people keep getting fourth place, you want to leave good power ups for them to use, and as long as you play with good people this will stay fairly even. If all your friends are jerks, then level- ing up is going to suck for you. The game itself is based on a number of years where you fill up your crystal bucket with magical energy each year. But during this year you may replay any complet- ed dungeon as many times as you would like to power up your characters. There are a few other features, but when you're playing with a group of people and the only time you get to review the game is at school, well, it gets rather hard to test the effects of the other included features. So is this worth purchasing? Well no, not really. Not unless you have a GBA and three of your friends have one. I don't think I can stress the fact that this is a multi-player game enough. It’s meant to be played with other people, preferably people who are not assholes. If you expected an 80-hour single-player experience because it says Final Fantasy on the cover you couldn't be more wrong. Some might think this is pricey since it would be an over $800 endeavor ‘to get everything needed to play the game, but that just means you're going to have to get a couple of buddies with GBAs.