A couple of years ago Magicka I remembered as an unbearably amused, incredibly funny and very original cooperative game. Four wizards mixed the basic magic elements into powerful spells and carried enemies, friends and – most often – themselves. And this fits perfectly into the storyline, parodying all fantasy adventures without exception at once.
Shortly after the release of Magicka, she acquired several additions – and the more additions came out, the more boring it was to play in them. Only the plot changed, which became more absurd, in the spirit of "magicians in space, magicians save the galaxy".
But not so long ago, Paradox announced a completely new Magicka. It will be, firstly, completely online, and secondly, session and about PVP. Alpha version Magicka: Wizard Wars Recently appeared at Steam Early Access.
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The magical business is simple
► Combinations of various elements with a “shield” give either mines or walls – for example, here you can see a wall of lightning and a fiery wall. ► Radia spells were and remain one of the most effective methods of destruction at a distance. The only drawback is very slowly.
A team of four nameless woeful sorcerers in multi-colored terry robes again in the case. Only now she does not fight against computer opponents, but against another of the same team.
The battlefield is a small Arena map with three key points. They can and should be captured, because only on captured platforms magicians can revive after death. Deprive the enemy of all control points, send the entire team to “wait for the revival” to the next world – and you won. It sounds very simple, but in fact, the last survivor in nine cases out of ten manages to steal at least one platform from relaxing “winners” – and all theunity. The team comes to life, the war continues.
► This inscription is quite common. Until the team repels any control point, we will vote the ethereal spirit.
With each resurrection at the control point, you will receive a stupid and weak demon in the allies. Before his sudden death, he will run around the sorcerer, unsuccessfully trying to inflict at least some damage to enemies and constantly falling under the spells flying back and forth. In addition, a pair of such demons-defenders appears at control points immediately after their capture-only these are “service” without departing from their native platform. All of them are completely unsuitable for tactical use, but they are very fun confused underfoot and willingly accept fire in magical battles.
Sorcere, woman, conjure, grandfather
Magikka mechanics have not changed much. Each wizard has access to eight basic elements and the ability to combine up to three of them. Earth ”and“ Fire ”will give a classic fire ball, a ray of“ dark energy ”in a combination with a couple of“ lights ”will turn the wizard into a long -range flamethrower. And if you mix the “lightning” and “earth”, they neutralize each other and silently disappear from the clip – the opposites cannot be connected.
► The shields still perfectly reflect rays according to the old principle "The angle of the fall is equal to the corner of reflection". Careless wizards die like flies from their own dark energy.
The attacking spell can no longer be aimed at itself, it will automatically hit the area around the hero. But you can aiming a lot of other mixes on yourself, not always useful-for example, surrounding yourself with a bunch from the "shield" and "life", woe-sorceress will receive complete protection against treatment. And if you discharge such a combination to Earth, it will turn into the attending mines, which, on occasion, will save the life of both you, the neighbor, and even the enemy, if he will come on them.
► It is impossible to escape from death-it will definitely at least one of the enemies and pulls. But magicians still run in the hope of exposing someone from friends under the blow.
The fate of the "sorceresses", powerful spells with a special effect, which cannot be achieved by a simple bunch of basic components made a steep turn. Their number is strictly limited by four pieces per player, and they are used by a simple press of a “hot” key. But it is impossible to create sorceresses to the right and left – they spend the concentration that accumulates when damage to enemies. And if relatively small sorcery, such as teleport or acceleration, bites only a small piece of concentration, then meteorite rain or storm will devour the entire strip at once. The old rule “Do not know what to do – conjure the resurrection” no longer works – you should not conjure without need at all.
To teach the sorcerer – what to treat dead
The branded feature of Magicka has not gone anywhere – forced and constant fire on its. This is the main generator of stupid situations that the game is famous for. Any spell, any sorcery does not give a damn, friend or enemy in his way. And given that the dynamics does not have (and never have) to thorough aiming, each skirmish turns into a crazy pile.
► Nothing special, just a few magicians conjure at the same time. To make out what is in this landfill is impossible – and no need!
Wizards joyfully and regularly turn into the dust of enemies, allies, and even themselves – and each stupid death is perceived not as an annoying mistake, but as an integral part of the gameplay. Tried to cure a partner, accidentally crossed their ray of life with his ray of dark energy, received “bang” and both died? After a few seconds, both will restore completely healthy – the goal has been achieved! They called on death that took one enemy sorcerer and three of its? Let them rejoice that they were killed by a good partner, and not an evil enemy! All eight wizards are pushing foreheads at one control point? So don't get it to anyone – give meteorite rain here!
► Each of the four wizards is trying to record the murder of the enemy at his own expense and interferes under the feet of partners. The enemy at this time was successfully washed off. Team work as it is.
Between sessions, the sorcerer can change clothes and change the weapon-and if the thing gives the character some plus, it will give a minus in another area. For Kong Casino sister sites example, a staff that enhances spells with lightning, exactly the same weakens the "earth". If the mantle accelerates the magician, then at the same time reduces its health supply – and vice versa.
In addition, after each battle, the wizard receives experience and money. And so far it is not very clear why, because neither development nor the store is. And kill God, it is not clear what this experience to spend on how the hero levels affect the game, what can be bought on earned currency and how monetization will be realized.
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► In the lobby you can see the composition of the commands and find out who is equipped with what. But it is no longer possible to change your equipment.
Of course, now there is not a quarter of what should be in the game. That's why she and alpha version that she has not yet been playable. It is only clear so far that the Magicka combat system in online battles feels great. But on one combat system, you can’t make a good game-so we wait for us to show us something else.
Success factors
Risk factors
- Funny, dynamic battles;
- Still the original method of weaving spells;
- Ironous descriptions of the weapon.
- Parties can quickly become monotonous;
- It is not known how meta-game will look;
- Balance is easy to break with monetization.
Stage of development
The game is in the stage of open alpha, so it is too early to make forecasts. So far, there is no store, no role system, no equipment, no spells, nor – most importantly – information about what will happen next.
We will wait?
Definitely. Game mechanics Magicka had long asked for competitive rails and, finally interrogating, quite edible in alpha version. The main thing is that the developers add something besides this mechanics to the game-otherwise the Wizard War will be annoyed after a couple of dozen parties.