If you've ever been intrigued by Zelda: Wand of Gamelon or Link: Faces of Evil, but don't want to commit to playing what's generally considered to be a pair of excruciating experiences, then there are a couple of alternatives. Remastered editions were put out back in 2020. I've heard they aren't perfect, and might've introduced issues that weren't in the originals, but are still several times more playable. Naturally, the other option is the subject of today's look. Released in 2024, Arzette: The Jewel of Faramore is a love letter to the CDI duology, using many of its same mechanics and features to craft a fun little adventure. I must point out however that there is an insidious edge to it. The deeper you dive through its many layers, the closer you get towards an unflinchingly accurate portrayal of the infamous games that kicked this whole saga off. Eventually, thoughts of "That was great, but I need MORE!" will start creeping in. Swear on my everything, if I ever make it to the third or fourth playthrough of Arzette, not even a week later I'd be challenging both Gamelon and Evil in their original un-remastered forms.
After running through a tutorial that covers all of the basics, you're thrown into a world of mystery and danger. The goal is simple: Stop Daimur once and for all. Achieving that goal is - in traditional adventure game fashion - anything but straightforward. After some time spent in the nearest forest hopping across branches and slashing goons galore, Arzette will light the first beacon. Lit beacons unlock new locations to explore, and that's great. However, you the player will have something else occupying your thoughts: that candle placed just out of the heroine's reach. Candles are the "keys" needed to reach the guardians of the shattered jewel needed to stop Daimur, and they're often hidden or require some sort of ability to obtain.
Cleverly, this game uses the starting area to feed its players all of the information needed to progress. In the same forest is a wolfman, who'd like to own a home in the nearby town. Pay its mayor a visit and convince him to hand over a deed. Chat up the locals while you're there and you'll get clued in on some favors they need. Rub their backs, and they'll rub your back in return, simple as. Upon returning to the world map, you're bound to notice the exclamation point resting above the forest. It's an indicator that flat out states "Hey problem solver! There's a problem you can solve here!" Besides the UI providing a gentle nudge, this is exactly how the CDI games functioned. One of the biggest issues with them was that several locations were accessible from the start, which was simply overwhelming for new players.
After all this traipsing about the forest, I'm going to guess that combat has already become second-nature to you. Arzette: The Jewel of Faramore plays most of its cards early by introducing almost every type of monster in the starting areas. This will no doubt be a source of disappointment for those expecting surprises in the future, and to an extent I agree. The lack of enemy variety is punctuated by their almost one-dimensional behavior. They move from left to right or right to left and will sometimes take a swing at any princess who gets in their face. Everything else either sits still and tosses projectiles or attempts an aerial assault. Baddies eventually get the bright idea to throw projectiles and move (but never at the same time). By that point though, you've acquired a shield that's immensely easy to use, rendering their efforts pretty ineffective.
Several enemies from the mid-point onwards will be protected by an evil aura. In a subtle nod to Link: Faces of Evil, you'll need a magical weapon capable of firing red (and eventually blue) projectiles to break through that aura. Actually, that isn't 100% accurate. In the CDi game, Link had to hoard snowballs and fireballs to use against specific foes. This system achieves a similar effect while tossing aside the mind-melting inanity. Believe me when I say that I don't want this review to boil down to "What if somebody removed all of the sucky parts from those Legend of CDi games." but it's like trying to dodge a freight train that's spitting DaiOuJou amounts of bullets.
With that in mind, I have to point out that while Arzette: The Jewel of Faramore knows where its bread is buttered, there is a heart to it, elevating the game to be more than a mere in-joke. Its characters, even when they're being a collection of a quirks, are endearing. Everything is treated with an understated reverence. Rather than make fun of the duology that inspired it, this game chooses a path of respect and love. It pays tribute while avoiding the petty insults. In the end, a video game ending up good is a miracle in itself. Grand ideas and sound concepts are crushed by the realities of development. If whatever remains is actually enjoyable and gets across its themes, then that is something worth celebrating. Arzette gets that down to the letter with this charming tribute.
For some players, defeating Daimur is just the beginning, as there are a handful of unlockable difficulties to conquer. Hero mode does what it says on the tin. Enemies have more health and hit harder. Their numbers have also increased. Death is a more common occurrence, especially early on, but nothing to fret over. Classic mode is where things get extra spicy. Rather than getting unlimited chances to get through an area, Arzette now has a limited stock of continues. Presumably, she gets kicked back to the world map once they're exhausted. I say presumably, because this is the point where I had to take a step back. I'm already drowning in games as it is. Anyway, Classic mode also makes it so that you can't access the menu unless the heroine is ducking. That's cute.
You can also choose to liven up future playthroughs further with mods. The two most notable are a randomizer, which functions exactly as you'd imagine. It rearranges all items and NPCs to create a newish adventure. The other is called Farcette. It's a "Youtube poop" mod. No, I am not explaining what a Youtube poop is, especially in a review of a game that pays tribute to the CDI classics that basically invented the term. Point is, if you want your second playthrough to have more absurd cutscenes, then this mod is well worth it. It's pretty damn hilarious at times.
Action-adventure fans should definitely give this lovely throwback a go. Its seamless controls and easy-to-grasp mechanics make for a very relaxing quest. The soundtrack gets *damn good*, and the visuals are never without charm. Oh, and of course all the cutscenes (both original and modded) are a treat to watch. Fair warning though, the urge to try the CDI originals will no doubt take hold once you've completed this quest. Who knows? Maybe they're actually not that bad...

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