"By fire and sword! And also by water, earth, frost, lightning..." Review of Magicka
And let the journey begin.
Hello, dear users of Gamer.ru! Today you will read about a game called **Magicka** (although you probably already guessed that). At the very beginning of its journey, the game looked nothing like it does now. They never even thought it would become this way. It was just a student project by aspiring developers. But after their project was named the best indie game of the year at the Swedish Game Awards 2008, the young game developers decided to rethink their opinion and develop the idea into a full-fledged commercial project. Many changes were made, and now the game is virtually unrecognizable.
As usual, a threat of total enslavement, destruction, and the like looms over the world. The game starts right at that moment in the castle of Aldrheim, home to wizards, where Professor Vlad (who is not a vampire) sends a brave quartet (trio, duo, one - underline the necessary) of wizards to save the world. Along the way, we will encounter orcs, trolls, goblins, demons, all sorts of undead, and many other creatures eager for our death. We shall travel through time and different dimensions, studying ancient tomes in search of truly powerful spells. We will even have to trick Death himself (who also happens to be the owner of a travel agency)!
Some enemies can go astral and thus avoid damage and heal.
But can we really accomplish all this bare-handed? Naturally! That's why each wizard has ten elements (eight basic and two compound): water, life, shield, cold, lightning, negative, earth, fire, steam (fire + water), ice (water + cold). Any spell is the result of combining several elements (from one to five). For example, fire is a small fireball, fire x5 is a large fireball. Whereas water + cold + lightning is an ice-electro blast. There are numerous such combinations.
The game has a meticulous approach to magic (not surprising, since it is Magicka!). If you attempt to strike enemies with lightning (not just strike, simply using this element) while wearing a wet cloak, you shall surely be struck by lightning yourself. What to do? Dry off! For that, it's enough to apply fire on yourself. But what if the wizard is already dry? Then he will catch fire. And you'll have to douse yourself with water. You can also freeze yourself (or someone else will freeze you), in which case you'll need to warm up again, with fire.
The old folks (just don’t tell them) are arguing again about which time the world's salvation was the most interesting.
Every standard spell (you will learn about special ones later) can be cast in four variations: directly (throw a fireball forward, place a shield in front of you), on the area around you (fire explosion, and with the shield, you'll get a protective dome), on yourself (fire will dry or ignite, water will extinguish or wet, the shield will create a kind of protective suit) and on weapons. Yes, each wizard, besides the staff (which also carries something special, whether it's a spell or an aura) has a weapon in the other hand. Initially, it's a sword, but as you progress, you'll find more and more types of weaponry (including firearms). A spell cast on a weapon remains there until the next strike. So if you have a free second, it might be worth spending it on casting a spell