Gabrielle's abduction sends Xena across a sequence of places populated by soldiers and creatures drawn from the show's mythic world. The three dimensional action gives her sword, kicks, jumps, and evasive movement plenty of work, especially when several enemies close in.
Her chakram is the distinguishing tool: its guided flight lets you reach distant targets and interact with parts of a scene that a direct charge would miss. Learning where to stand before throwing is as useful as learning the throw itself. The adventure makes practical use of Xena's theatrical physicality, turning a familiar battle cry into the start of another small positioning problem.


