Mage’s Initiation: Reign Of The Elements Review – VGA Heyday

It would be remiss to talk about Mage’s Initiation: Reign of the Elements without considering its overt inspiration: Quest for Glory, a series of Sierra games from the early ’90s. Quest for Glory was an ambitious hybrid of point-and-click adventures and Dungeons & Dragons-inspired role-playing featuring multiple classes, real-time combat, comprehensive statistic-based character building that all affected and changed the way you approached the game’s obstacles. It remains a concept very few games have directly replicated, but Mage’s Initiation proudly embraces this influence at every turn and draws liberally from the Quest for Glory template. It feels like a spiritual successor in many ways, but while the fantasy adventure it creates is enjoyable in its own right, its attempts to execute Quest for Glory’s RPG-inspired diversity in its different playstyles aren’t as robust and meaningful as they might initially seem.

Mage’s Initiation follows D’arc, a teenager residing in a magic boarding school, as he faces his initiation to, well, become a mage. His big test requires him to overcome three major trials that ask him to deal with the mythic and fantastical, and along the way he hits some unexpected twists and uncovers a greater conspiracy. At the beginning of the game, you’re given the opportunity to choose from four different mage classes, each focused around an element (fire, earth, wind, water) which will determine the selection of spells D’Arc will have at his disposal for both puzzle solving and combat. The path to overcoming the trials involves conversing with a diverse cast of characters, hunting for items and information, solving puzzles with logic and the environment, and fighting enemies with both force and wit.

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Much of what Mage’s Initiation does is enjoyable without the context of its influences. It’s a well-paced adventure game throwback with solid voice acting, an intriguing mystery, and satisfying puzzles. As someone whose formative years were defined by endless replays of Quest for Glory, it’s exciting to see the game trade so heavily on nostalgia for those games. Almost every element of Mage’s Initiation can be immediately identified as a connection to Sierra adventure games. The beautifully illustrated environments, character portraits, and interface perfectly evoke the aesthetic, most obviously. But there are also parallels like attempts at Quest for Glory’s signature pun-heavy humor, exotic character archetypes, and unique dark fantasy atmosphere. There’s also the blatantly anachronistic, maze-like structure of the wasteland and forest areas that encouraged me to draw my own real-life maps to get around–just like I did playing Quest for Glory as a kid.

The issue with Mage’s Initiation is that in a lot of cases, the clear ambitions to ape its source material don’t reach the same meaningful depths of that source material, and as a result, the existence of some of these elements eventually feels like window dressing–whether you’re aware of its influences or not. The aforementioned maze-like areas are fun to map out initially, but unlike Quest for Glory, you don’t really need to internalize them because you don’t have to navigate them regularly–key locations in Mage’s Initiation are mostly clustered together in a straightforward manner. As a result, these environments feel strangely tacked on, an excessive obstacle you need to overcome to find a couple of quest items.

In a similar fashion, the four classes provide some minor variations in how you solve puzzles, but few of them actually feel like fundamentally different approaches. For example, to find a way into a particular second story window, you can use the air mage’s levitating spell, use the water mage’s water jet to activate a water wheel to ride, or grow a vine to climb as an earth mage. But the fact that these solutions are all just spells activated in the same manner never made me feel like I was thinking in a drastically different way for each mage or using a different set of tools–merely changing the location I pointed the cursor. This aspect becomes especially apparent upon multiple playthroughs.

Similarly, the classes’ combat abilities fail to be fundamentally distinct. Each starts with comparable projectile attacks corresponding to their element, as well as defensive abilities that mitigate damage. None of these skills feel particularly unique in practice. Toward the end of the game, each class gets more powerful and varied spells, but their presence highlights another issue with combat: The high mana cost of these powerful skills rarely made using them feel worthwhile. I found it most effective to simply cast the low-cost basic projectiles repeatedly for basically all of the game’s combat encounters, which rarely felt challenging or tense. This is due in part to the game’s convenient auto-saving before any hostile encounter, which has the unfortunate effect of making it unnecessary to ever upgrade your character’s constitution stat–I could just reload to the start of the encounter if I died.

There are a few major branching paths and decisions that affect the outcome of your relationship with certain characters and events of the plot, but these aren’t tied to your class. Many of the more devilish roadblock puzzles that need to be cleared before you can progress, while satisfying to solve, have the same solution in each playthrough. The major point of difference between the adventures is that each class has its own unique side quest, which are interesting, but they’re completely optional, easily missed, and feel like an afterthought because of that.

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Some of the game’s unique additions don’t quite hit the mark, either. An entire economy of gems you can equip to augment your combat capabilities is initially interesting, but they’re too bountiful, and easy to forget about because of the exploitable nature of combat. And for all the beautiful art in the game, there are a few key cutscenes that take a jarring deviation from the game’s visual direction and a strange dip in quality, detracting from revelations they portray.

I ultimately enjoyed my time following D’arc through his journey, and Mage’s Initiation left me curious about the events still to come. It’s an entertaining adventure game, but its ambitions to incorporate a meaningful diversity of role-playing options fall disappointingly flat and feel inconsequential. Mage’s Initiation is a fair appropriation of a hybrid formula that I was happy to consume, but its shortcomings made me more eager to revisit the series that inspired it for another run-through.

Overwatch – Paris Map PTR Gameplay

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Metro Exodus Leaving Steam For Epic Seems Controversial Even Inside THQ

Earlier this week, publisher Deep Silver announced it will offer the PC version of Metro Exodus exclusively through the Epic Games Store–a move that Valve, the company behind Steam, decried as “unfair.” Deep Silver parent company THQ Nordic GmbH tried to distance itself from the controversial decision, and now its parent company–THQ Nordic AB–has issued a response in support of the move.

Following the announcement that Metro Exodus would be skipping Steam, THQ Nordic took to Twitter to explain it had no involvement in the decision. “The decision to publish Metro Exodus as a timed Epic Store exclusive was made entirely on Koch Media’s side as Metro is their intellectual property. They are a sister company of THQ Nordic (Vienna), which is the reason why we can and will not comment on this matter,” the company wrote.

In a follow-up tweet, THQ Nordic said: “We do not want to categorically exclude the possibility of timed exclusives for any of our games in the future, but speaking in the here and now, we definitely want to have the players choose the platform of their liking and make our portfolio available to as many outlets as possible.”

Now, THQ Nordice AB, which owns THQ Nordic GmbH, released a statement of its own supporting Deep Silver’s decision. “I believe it’s in the group’s, and ultimately the consumers’, best interest that business decisions are made close to the market and this is the group’s consistent business model,” CEO Lars Wingefors said. “I firmly believe that Deep Silver and Koch Media have carefully considered the advantages and disadvantages, opportunities and risks in their decision to go solely with Epic Games Store. The decision has my full support.”

Metro Exodus was available to pre-order on Steam before Deep Silver decided to bring it exclusively to the Epic Games Store, and while it is no longer available on Valve’s storefront, any Steam pre-orders will still be honored. According to Deep Silver CEO Klemens Kundratitz, Epic’s more appealing revenue split–the storefront gives developers 88% of their revenue while Epic only takes 12%–was one of the deciding factors behind the move.

“Epic’s generous revenue terms are a game changer that will allow publishers to invest more into content creation, or pass on savings to the players,” Kundratitz said. Indeed, in the US, the PC version of Metro Exodus will retail for $50–$10 cheaper than the $60 price tag the game carried on Steam while it was still available.

Metro Exodus isn’t the only big game skipping Steam entirely. Ubisoft recently announced that The Division 2 will likewise only be available through the Epic Games Store, in addition to its own storefront.

New Paris Overwatch Map Revealed; Live On PC Test Servers Right Now

Blizzard has announced a new map for Overwatch is now live on the PC test servers. Called Paris, the new map takes place in the French city.

Paris is a new Assault map and it contains many narrow streets and corridors. Despite taking place in the city of love, the new map looks as if it’s structured to funnel players into fierce firefights as they battle it out for capture points. Noticeable landmarks on the Paris map are the Cabaret Luna, the Pâtisserie Galand, and the Maison Marat–a palace in the center of the city.

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Overwatch’s latest event, the annual Lunar New Year celebration, is still live across all systems. Modeled after Chinese culture, each celebration adds new content to Overwatch that makes reference to the country’s historical and cultural figures. This year’s event, titled the Year of the Pig, will continue until February 8.

The Year of the Pig event largely pays homage to Chinese generals and famous figures during the Han dynasty, especially with all its new skins. For example, Reaper, Hanzo, Reinhardt, Torbjor, Zenyatta, and Tracer have new Lu Bu, Huang Zhong, Guan Yu, Zhang Fei, Zhuge Liang, and Hong Gildong skins respectively. Orisa also has a new Epic Sanye skin, and Brigitte has a new Epic General skin. Past Overwatch Lunar New Year event skins are available again too.

The Lunar New Year also brings along a patch and balance changes. There’s nothing major, although armor now works a little bit differently. Damage reduction is now only -3 instead of -5, so you will see a difference when shooting armored targets with heroes that have burst-fire attacks. Previously, automatic weapons had a noticeable advantage over burst-fire when shooting armored targets, but now the latter should perform a lot better.

Overwatch is available on Xbox One, PS4, and PC. Although Paris is only live on PC’s test server, it will make its way onto other platforms eventually. To access the test server, go to the Battle.net client and click on the drop-down menu for Region/Account. From there, you’ll see an option to install the test server.

7 Detective Stories The Batman Could Adapt

There’s finally new momentum on The Batman, the next big-screen, live-action Batman movie. Director Matt Reeves has revealed that the plot will diverge from past Batman projects by focusing more on Batman’s detective abilities, emphasizing a rogues gallery and offering a more mystery, Noir-influenced take on Gotham City.

Just how closely The Batman — the movie’s title for now — will draw from DC’s Batman comics remains to be seen. However, we can think of several classic detective stories that check all of Reeves’ boxes.

Here are seven Batman comics that could wind up inspiring the new movie. Check out our slideshow or scroll down to see our picks.

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Fans Want Shaggy in MK11, Will Scooby Come to Injustice Instead?

A rival of sorts has occurred in the Scooby Doo universe, with dozens of memes and a petition going around to try and get Shaggy as a DLC character in Mortal Kombat 11 – along with his partner-in-crime in another game…

The petition on Change.org, which was started by a satirical news website, Woken News Network, has over 225,000 signatures from fans.

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Zero Escape Director Reveals Virtual Pop Idol From Upcoming Game

You may recognize Kotaro Uchikoshi from his work directing the Zero Escape games (999, Virtue’s Last Reward, and Zero Time Dilemma), and you might be familiar with Spike Chunsoft’s murder mystery series Danganronpa. But it appears they’re making a somewhat unexpected move related to their next game. They’re promoting their own virtual pop idol and influencer. What a time to be alive.

Iris Sagan, also referred to by her stage names A-set or Tesa, is said to be an important character in Uchikoshi’s and Spike Chunsoft’s upcoming game AI: The Somnium Files. It’s worth noting that her design comes from artist Yusuke Kozaki, who is best known for his character designs in Fire Emblem Awakening (including Fates and Heroes) and the No More Heroes series.

Apparently Iris a big-time streamer, internet pop star, and 18 year-old high school student all at the same time. And it seems that she has an active Twitter account alongside a video in which Uchikoshi-san himself comically introduces A-set, followed by a sort of music video that features her dancing and singing to an original song (feel free to see for yourself below).

I’d like to consider myself a bit of an authority on digital pop idols as I still believe Rise Kujikawa (Persona 4) and Hatsune Miku to be the gold standards–so, my fandom sets the bar is set pretty high. But I won’t write off Iris (or A-set) quite yet, especially if this ties into a larger narrative for AI: The Somnium Files.

AI: The Somnium Files was first revealed during a panel at Anime Expo 2018, and Iris was first introduced as a key character. Not much has been said about the game itself, but it shares similarities to the developers’ previous games; you’ll play as Kaname Date and investigate a series of murders which will involve solving puzzles and gathering evidence that hopefully lead to sound conclusions. It’s set to launch for PlayStation 4, Nintendo Switch, and PC sometime this year.

Amazing Spider-Man Celebrates Peter Parker’s Villains

It didn’t new Amazing Spider-Man writer Nick Spencer long at all to prove he has the knack for telling classic Spidey stories. You know, the kind where Peter Parker is down on his luck and struggling to find enough time between battling villains to make ends meet and maintain a semi-stable relationship? the bigger challenge facing Spencer has been finding ways to push the character forward even as the new series embraces that “back to basics” mentality. After so many years of seeing Peter work his way up the ranks and become a billionaire industrialist, how do you move forward while simultaneously going back?

The good news is that Spencer, by and large, has proven up to that considerable challenge over the past year. As much as the series features all the hallmarks of the classic Amazing Spider-Man era, there’s enough new and different at work to keep things feeling fresh and exciting.

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