An Adventure of Sorts

May 18, 2011 in Reviews

Magicka is a game which has crept up on myself and my game-playing friends, and taken us all completely by surprise. It isn’t a perfect game, but it is one of the most innovative – and definitely the funniest – games I’ve played to date.

Magicka: An Adventure of Sorts

This Arrowhead Studio project was released on Steam at the beginning of the year. Were I forced to fit it into a genre or theme, it would be something of a ‘fantasy adventure shmup’. Take bits from World of Warcraft and dungeon-crawlers like Baldur’s Gate, smother in a Monty Python glaze, and you’re getting close to a recipe for this delightful oddity.

"Magicka" 's selection of spells is not only vast, but spectacular.

The game allows you and up to 3 friends to pick up wizarding staves and don colourful robes, and embark upon a quest to rid the land of marauding orcs, led by Warlord Khan. In fact its entire premise is summed up within minutes by the game’s delightful narrator, Vlad – a mentor who literally hands you a bullet point list and shoves you on your way to play the game.

Following a short introduction, in which we learn of the corrupted wizard Grimnir and his wish to unite the world’s magicks, we are ushered through the halls of a wizarding academy in order to attend a party in our honour. Jocularity has its pitfalls when wielding arcane forces however, and the party is accidentally dropped into the castle’s dungeons. An obstacle course follows, in which on-screen popups and handy switching devices teach the new wizards their craft.

It is at this time – in co-op games of Magicka at least – that all hell breaks loose, and the game designers are well aware of this. Grant four players some cartoony avatars and the power to set things aflame, and chaos can only ensue. Indeed my party of 4 had to replay the tutorial 4 times, simply because we kept ‘accidentally’ destroying each other.

To the game’s real credit, its formula does not change from here on out. Ever the lurking mentor, Vlad (who assures us that he is most definitely not a vampire) guides our valiant wizards from village to city to forest, most of which run rampant with goblins and other foul creatures. Rid an area of its foes, recover, and move along; its formula leaves the game experience very open to player input, best sought through voice chat.

Combining beams of complimentary magic can devastate enemy ranks; crossing opposites will reduce your party to bloodied chunks.

The players are quickly given a full suite of 8 elemental forces (water, life, shield, cold, lightning, arcane, earth and fire), which can be combined to form different spells. Some of these ‘magicks’ can also be learned later on, often after defeating certain groups or bosses. By encouraging us to experiment, the game further establishes its light-hearted and laid-back approach, making for some spectacularly gory battles indeed. It’s hard not to learn a valuable lesson in crossing opposite forces, when attempting to heal someone who’s casting an arcane spell. I didn’t think seeing dismembered chunks of wizard spatter across the battlefield could be so funny.

Above all else, Magicka is a game experience, and its writing acknowledges this. The FMVs are short but hilarious, and its characters and parodies are truly memorable. It is, however, an experience to be shared, and while group play can be a tricky environment in which to learn the game’s nuances – in which case a solo run through the tutorial might be wise – the game is very tough upon a single player.

Its challenges do not – as far as I can tell – scale depending on the number of wizards present. Indeed, having so many criss-crossing magic beams on screen at once may lend further difficulty to the game, but it’s as nothing compared to the overwhelming difficulty curves a solo player will have to climb, even early into the game. Indeed I would struggle to recommend this game to anyone looking for a comical, solo game; try Psychonauts instead.

We as a group also had some difficulty with the game’s default controls, and as I understand it, a patch which allowed users to alter these key bindings does not always come bundled into the Steam download. A verification of files later, and I was able to fix the developer’s controversial choice: to place self-healing functions on the middle mouse button of scroll-wheel peripherals.

Pre-empt the control issues however, find some friends to play with, and you’re set for a laugh a minute. Magicka manages to be  technically impressive game indeed, and its magic abilities are delightfully complex, but simple in their logic. They and the other gameplay elements allow players to have their own fun with a game rich in cult parody and memorable battles.

StarCraft II Achiever

October 16, 2010 in Methods, Reviews

A handful of zerg Roaches recover under an escort of terran Vikings.

A handful of zerg Roaches recover under an escort of terran Vikings.

My game du jour is still StarCraft II. As I mentioned in my recent review of the game, I tend to play co-operatively; “Linithiari” and I have a run of around 150 games logged now, almost always playing against the AI. It continues to be an exciting, amusing and educational experience for both of us, having played with each race in turn.

While the single-player campaign teaches players how to play with Terran forces, the Zerg and Protoss are left largely to individual experience. Co-operative play really helps in this regard, as two players can easily share new insight and support each other when exploring new and dangerous tactics, all within a social environment. Toying with the game and its rules is a much more frustrating experience when playing alone. Given my overall lack of skill with RTS (real-time strategy), this is why I consider co-operative modes to be a must in this type of game.

Events during our 4-hour play session last night shed some new light on the way I play this game: uniquely, because no other RTS has offered me achievements in the same way StarCraft II does. “Lini” and I are well-accustomed to achievements, having played World of Warcraft together for over a year too (I reviewed his achievements as his “Coffindodger” alias back in August). We’re as guilty as any other ‘achiever’-type player when it comes to chasing these achievements down. Why else would we subject ourselves to ‘/hug’ emoting on every critter we see, or gathering countless cooking recipes in order to be declared “Lunch Lady”? This sort of behaviour continues in StarCraft II, but in such a way that it literally keeps us hooked.

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StarCraft II

September 25, 2010 in Reviews

I’ve been playing StarCraft II for a few weeks now, and I am impressed. This is the first Blizzard ‘RTS’ (real-time strategy) game I’ve played, and it’s easily changed my perspective on the genre and modern-day gaming. I’ve long enjoyed RTS games, but have typically played the same titles for a few years at a time. My experience of RTS games is pretty limited as a result. I tend to fare poorly in single-player games, and have usually leaned on co-operative modes for fun instead.

StarCraft II is beset by an audience of keen veterans; this much I knew from the beginning. Though I was excited about the game prior to its release, it was really only because the game looked glitzy and because I’d come to enjoy Blizzard games through my time in World of Warcraft. I haven’t played the first game, or any of its fantasy counterparts in the Warcraft series. Fortunately the game has been designed with newcomers in mind, and while the online matches can be a hostile place indeed, the single-player campaign serves up some friendly scenarios to help orientate us.

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