![]() ![]() It just has to match its predecessor, by being funny, beautiful, well-plotted and emergent. Magicka 2 doesn’t have to do much to succeed. They can range from the irresponsible increasing enemy HP or removing healing to the silly, such as adding a laughtrack and 1000% friendly fire damage. Artefacts are like old-fashioned mutators, hugely changing how you play the game. Defeat them, and you’ll unlock a new object a robe, staff or one of the new artefacts. New elements include Dark Altars, elemental puzzles that, when unlocked, release a crazy-hard wave of enemies. ![]() I summon Death to take your soul, but he takes mine. I electrify and burn you while trying to heal you, you accidentally drop a Meteor Shower on my head. Given the complexity of these combinations and the always-on friendly fire, a short game rapidly turns into a friend-killing bloodbath, mostly inadvertently. Thankfully, the movement slowdown when casting has been mostly removed, modestly increasing your survivability. Though I had access to four Magicks, I mostly used Resurrection, given the squishy wizards’ propensity for rapid death. Here, they’re on the D-pad, making them one-button nukes, albeit now with a cooldown timer. In the original Magicka, these were just extremely long element chains which you unlocked as you progressed in the campaign. As in the first game, players build spells in realtime by mixing up to five of eight magical elements (water, fire, arcane, cold, rock, shield, heal, lightning, bashful, sleepy and Doc, if I remember them correctly) then deploying them in four ways in a direction, in anĪ short game rapidly turns into a friend-killing bloodbath, mostly inadvertently On top of the huge variety of spells, there are Magicks super spells such as Summon Death or Teleport or Haste. This time around, I was encouraged to use a gamepad to cast spells, rather than the more familiar (and more easily-memorised) keyboard. Playing a short slice of the game, I explored a small dungeon area, overrun by giant crabs. ![]()
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