The NPCs are never really memorable, beyond perhaps a single sidequest and a few lines of text to deliver. Secondary characters are introduced, only to never be expanded upon besides their pivotal moment. Extensive dialogue can potentially be a drag in games, but here instead plot is handled in rapid exchanges and brief cutscenes that lend little gravity to events. But if he wrote an epic tale for Mages of Mystralia, it is lost in some clumsy handling. The game’s official marketing touts a story written by Ed Greenwood, who has written for properties like Dungeons & Dragons, Baldur’s Gate, and Neverwinter Nights. If you want to launch a triple fireball that explodes on impact into an area-of-effect electrical storm that bursts into ice blocks that freeze enemies and then pushes them away from you – hey, you can do that.īut to what end? If the gameplay hook is “you can customize your spells a lot,” what does this hook support? It turns out that when you focus on the spellcrafting, it shows in deficiencies elsewhere. Considering you can add the Impact rune to spells in order to cast another additional spell on the first one’s impact (which could itself potentially trigger another, and then another, and so on), there is plenty of depth of customization to be found. This arsenal of spells that gradually increases in complexity (you can name them, and file multiple spells per button-type) is the primary draw for Mages of Mystralia. For example, if you have a fireball (adding a Move rune to your fire-type Actus spell), you can add the Homing and Duplicate runes to make it a triple fireball that automatically rights its path toward enemies. You can map runes per each spell type in order to add effects to the spell. However, Mages of Mystralia goes one step further in its spellcrafting complexity through the use of Runes. Early in the game you can throw fireball, but eventually, this can be ball lightning instead, if you’d prefer. For example, your basic Immedi attack begins as an electrical strike, but later might be icy instead. In exchange for total reliance, the spells add a layer of complexity with elemental states as well. There is no basic melee strike that is not a spell, so anything Zia does to inflict damage, navigate the world besides basic walking movement, or even solve puzzles will require mana depletion. That is the basis of Zia’s moveset altogether. The story was written by bestselling author Ed Greenwood, creator of the Forgotten Realms fantasy world for Dungeons and Dragons, which served as the basis for games like Baldur’s Gate and Neverwinter Nights, as well as about 170 fantasy books.From the tutorial section onward, the player has access to four types of spells: “Immedi” with the Y button, that function as melee-like strikes “Actus” with the X button, which are projectiles “Creo” with the B button, which perform environmental effects and “Ego” with ZR, which will affect Zia herself, like using a shield or performing a dash movement. On her journey, she meets other exiled mages and, discovers runes with magical properties and realizes that she can combine these runes in millions of different ways to come up with completely new spells. Unfortunately, magic has been banned, so she strikes off to train on her own to gain some control over her powers. In Mages of Mystralia, you play as Zia, a young girl who discovers that she has been born with an innate sense of magic. And you must overcome obstacles put in place by people who do not want you to succeed. You will encounter puzzles that confound even the wisest of the old sages. You will face down giant, powerful creatures and navigate treacherous terrain. In the kingdom of Mystralia, it takes more brains than brawn to succeed.
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