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Mage Knight: ApocalypseScore: 6.5 / 10
Based
on the Wizkids’s miniatures game, Namco Bandai and IS Games’s Mage
Knight Apocalypse is an FRPG title which initially impresses but
quickly loses its luster.
While
Mage Knight borrows enough elements from Blizzard games such as World
of Warcraft and Diablo II to raise copyright questions (it could be
renamed Apocalypse W.O.W.) to its credit, its borrowings are
well-integrated into its own distinct universe.
Unfortunately, the game’s faults are also its own. The game chronicles events taking place in the Mage Knight universe following the “black powder revolution” as forces of evil threaten the peaceful. The player chooses one of five heroic defenders -- a musket-toting dwarf, a vampiric assassin, an Amazon huntress, a dragon-like humanoid mage and an elven Paladin. While all other characters eventually become available as NPCs, the initial |
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selection is important, since each hero
character offers a different storyline and different strategic
approaches. Though some of the areas are impressively detailed and many of the 3D graphics attractive, after the novelty wears off, the flaws become evident as the game degenerates into a monotonous slog from |
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area to
area, cut scene to cut scene. More
than with other recent FRPGs, Mage Knights made me feel the old
“kill monster; take treasure” grind.
This alone wouldn’t be a problem if there weren’t separate
difficulties with both the killing and the taking.
Killing,
first. The game’s combat
is hampered by tricky movement (neither the mouse-driven or WASD
options feel adequate), a camera that never seems to be facing the
right direction for strategic movement, as well as a few oddly
distributed hotkeys and onscreen buttons (the Amazon, who has
different hotkey setups for three different fighting stances becomes a
particular problem.) On
top of this is the fact that enemies seem to be either leashed to a
fixed point or oblivious to intruders who aren’t within spitting
distance. Though the game
includes ambushes and boss battles involving encirclement (by the way,
game designers -- it’s really annoying to cunningly sneak up on a
group of enemies only to have a cut scene launch that shows your
character wandering blithely into the middle of the mob) combat most
often becomes simply a matter of putting some distance between oneself
and the enemy, then returning to pick them off in small groups.
Worst of all, there is no real sense of jeopardy.
Die and you simply respawn by the nearest of many save points,
fully equipped and ready for more action -- a minor inconvenience at
best. Now, the treasure taking part. The game’s object retrieval system is fiddly, and in an apparent bug, some dropped items are difficult or impossible to pick up. And unlike in Diablo 2, where the gathering of improved and enchanted gear was part of the fun, MKA doesn’t display nearly the imagination in its selections. Forging enchanted weapons is interesting at first, but soon becomes dull. Potion making is also only interesting until the player realizes most standard potions can be bought or found with little difficulty.
The
game’s plot, in what I’m finding a disturbingly common problem in
FRPG’s, is hampered by a lack of compelling or even comprehensible
storytelling. Even during
the exposition-heavy early episodes, I experienced a number of “did
I miss something?” moments. It’s
hard to care about what the traitorous [fill in the blank] has
conspired with the foul [fill in the blank] to do to the innocent
[fill in the blank] when you have no clue who any of them are. One
thing the game seems to get more right than wrong is its experience
leveling system, which employs an Elder Scrolls-esque system where use
of a particular skill gradually adds new abilities and proficiencies.
The system is good in theory, and interesting in how it allows
specialization within each character class, though it is rather
strangely implemented. A
few times I used the same skill repeatedly with no visible progress
only to suddenly see it improve while performing some unrelated
activity. I can forgive Namco Bandai for this one, if only for giving us the enormously fun and underrated Sniper Elite a while back, but Mage Knights Apocalypse feels like a half-hearted effort in a saturated genre that won’t be keeping the folks at Blizzard up at night.
- John Tait (October 11, 2006)
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