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Nightcaster
Score: 7.0 / 10
Imagine if you will, gentle readers, a
cross between the ubiquitous Gauntlet series (particularly the recent 3D
outings) and the arcade classic Robotron 2084. Okay, now throw in a bit
of Zelda and stir. What does that lovely mixture get you? Unfortunately,
a fairly average, though ambitious game: VR1’s Nightcaster.
Nightcaster allows the player to take control of Arron, a young boy who,
after finding a magic orb, becomes able to cast powerful magic and goes
on a quest to rid his homeland of the evil presence that threatens to
destroy it. With the help of the orb and spells acquired as he advances
through the game, Arron takes on a large variety of monsters across a
number of unique levels.
Graphically, Nightcaster is above-average. Overall, there is little in
the way of aliasing, polygon clipping, or visible seams. The draw
distance is fine, as are the
textures. It is not a game that is going to
truly impress visually, but taken altogether the graphics pull the plow.
Like so many developers in this generation, the Nightcaster crew
apparently fell in love with lighting and particle effects, and they
went completely overboard with them, a forgivable sin considering how
well the XBox pulls these tricks off - but still, heavy combat
occasionally starts to look like a Fourth of July
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fireworks show.
In Nightcaster, Arron has access to four different schools of magic
(fire, water, light and dark). As you advance in the game, you can
decide which of these schools to focus on, and can use glowing portals
to immediately switch alignment (something that will get you smacked
down by the gods in a Dungeons & Dragons adventure). One spell in each
of the disciplines can be assigned to an active spell slot. These spells
can then be cycled through using the left trigger and cast using the
right trigger. Each school of magic affects different creature types
differently. Nightcaster makes remembering which spell hurt which type
of creature easy by color coding the creatures. This is handy, to say
the least, but it gives the creatures a dorky, Sesame Street look that
really weakens the overall art design of the game.
Another problem with Nightcaster is related to the controls. Players use
the left analog stick to move Arron and the right stick to move the orb
(which is used to aim the spells). This means that a player can move in
one direction while casting a spell in another. After some initial
struggles, the controls become second nature, but they are still
problematic because of the intricacies of combat in the Nightcaster
world. Hand to hand combat with Arron is almost completely ineffective,
and certainly less effective than spell-casting. Getting toe-to-toe with
onscreen enemies is suicidal. This makes for a whole lot of running away
while firing back over Arron’s shoulder, which, in the end, seems too
wimpy for words. I felt that instead of taking on the baddies, I was
getting out of the way and letting my big brother, the orb, fight the
fight for me.
If one can look over the odd, “brave Sir Arron ran away” combat method,
and a ineffective story sewn together from fantasy cliche’s, there is
some fun to be had with Nightcaster. Though some of the creature designs
look ridiculous, other creatures are quite creepy and organic. Boss-type
creatures especially are cool and fun to fight. In the end, if all you
are looking for is a cast-‘n-slash action adventure, Nightcaster will
serve the purpose. If you are looking for a game with original gameplay,
depth, or a great story, there are better places to spend your money.