Magicka (PC)
Paradox Interactive

review by:
William Judd
When PC gamers hear the phrase action RPG, one series immediately
springs to mind: Diablo. The classic Blizzard titles re-energised the
tired RPG market of the late nineties with their heavy combat focus
and streamlined plot and character interaction. They also spawned
dozens of similar games, from Greek fantasy Titan Quest, to tactical
Dungeon Siege, to cheap and cheerful Torchlight. While these games
kept the same core mechanics of click-heavy combat, randomised loot
and specialised characters, Arrowhead Game Studios' Magicka takes a
much more creative approach.
First of all, there's not much character customisation to speak of:
There are no stats, no character classes, no skills, and little
equippable loot. Instead, every player is a mage, able to cast a
limitless amount of spells. Instead of choosing to unlock spells with
experience points earned through combat, players are able to cast
every spell from the beginning of the game, save for a few special
Magicks for which a book must first be found. These spells are
constructed from up to five choices of the eight basic elements (Fire,
Water, Lightning and so on).
For example, Fire and Water can be combined to make a Steam spell, or
Earth and Shield to make a Rock Wall spell. You can also choose to
cast the spell as a projectile or a beam, as an area-of-effect blast,
as an enchantment of your secondary weapon, or even directly on
yourself. This degree of variability provides a great deal of freedom
in gameplay, as you are able to experiment with different combinations
to find the perfect spell for a given situation. It gets even crazier
when you play with up to three others in the co-op campaign or
challenge missions, as each mage's spells are free to combine in
amusing and often destructive ways.
Magicka's storyline is also offbeat; while the plot and game world are
based on Norse mythology, the game takes a satirical bent, peppering
references throughout. You'll find the THIS IS SPARTA pit, fight
KHAAAAAN, meet the Highlander, and much more besides; even the
achievements are almost entirely references to internet memes and
classic films. The dialogue is hilarious too, delivered in glorious
Swenglish with the classic fantasy setting being lampooned at every
opportunity. The expansion DLC, Magicka: Vietnam, takes this to a new
level with Vietcong-flavoured enemies and period appropriate weaponry.
It's certainly the funniest action RPG I've ever played, and does a
lot to fill out the otherwise lacklustre storyline.
Like other recent action RPGs, Magicka trades the detailed 2D graphics
of the classic Diablo series for basic, brightly colored 3D models.
The environments are spartan, with little in the way of exploration or
choice, but well designed. A frustrating exception is the game's
reliance on cliffs and water to increase the difficulty level; in some
sections it feels distinctly unfair as you shuffle around in the dark,
only to get set on fire by a goblin's arrow and run screaming off a
cliff. A later boss battle takes place exclusively on a series of tiny
floating islands and features enemies that will blow you off right
away unless you get a shield up in time, which seems more annoying
than challenging.
Perhaps the greatest effect that Magicka achieves is that the lack of
loot and character customisation means that a newer player can be just
as successful as an experienced one. As there are no levels or stats
to grind; the focus shifts from What are my stats? What equipment do I
have? to What spell would be best here? This makes playing an exercise
in creativity rather than repetition. Another bonus is that it's
easier to play with friends: instead of grinding to get up to your
friend's level, you only need to ask Oh, that's a cool spell; how'd
you do it? Magicka is proof positive that even in the well worn RPG
space, a little creativity will get you a long way. |
 |
|