Mage Knight Apocalypse Battling the Forces of Chaos


If a Genre is defined by a title older than 6 years, it is not enough to copy the formula and hope for the best. Instead, you need to find a new angle. Of course, in the kingdom of the Hack-and-Slash dungeon, Diablo was king until his succession. Since then, many have tried, but were destined to remain simple princes of the kingdom (the Dungeon Siege, Titan Quest and X-Men games, to name just a few), so where will The Apocalypse of the Mage Knight be in the Monarchy?

Magician Knight Apocalypse is based on a miniature tabletop game by WizKids, although the part of the story and legacy is translated in the title, I couldn’t tell you. No, I hadn’t heard of it either. Still, the transition from the table to the desktop is probably appropriate, because you will loot, finish and explore the world known only as earth in this Hack-and-Slash title–just like playing with the miniatures. Maybe.
Following the predictable path of an evil that is spreading through the earth, you, as devotees, must clean this up while recovering the five aspects before confronting the great villains and preventing terrible prophecies from coming true. The story, which is mainly conveyed by the use of cutscenes integrated into the engine, wraps up to the end without really engaging or exciting the player in the process. This is partly because of the rather clichéd and artificial plot, the wooden game and the uninteresting characters. However, as is the matter for many in the Genre, the story is rarely the main reason for playing.

However, in the initial visualization, Magician Knight Apocalypse seems to be another Diablo 2 clone that would do the game a disservice. Of course, there are many characters from different classes to choose from. Each has several skill trees (3 for each character), and the action is performed by a skillful left and right click. So far, something like this. However, when you actually start playing, you realize that it is not just a clone, but that it actually contains interesting ideas, and you may just feel that your hopes are raised.

In fact, there are refreshing touches; the concept of levels is complete – your character takes a Morrowind/Dungeon Siege approach to improve the skills you use. So if you want to increase the power, use your weapon. If you want a rod with a longer service life, you will suffer damage and your health will increase. In most matters, this is a fairly transparent system (and when you hover the mouse over the statistics, it indicates which skill to use for the greatest effect, while other actions have a lesser effect) and works well, unlike the Dungeon Siege system, which has seriously crippled you if a particular skill increases too quickly.Since there are no traditional levels or experience points, you will get nothing more than a warm fuzzy feeling in the stomach to complete the quests. There are also a lot of enemies to eliminate, stacks and stacks of weapons, potions and armor to collect, as well as the possibility of increasing the power of your equipment by adding Magic Stones, sorted by quality and element, and granting various bonuses. You can also make potions once you have learned the recipe, using either ingredients scattered around the earth or those you have bought from merchants.

In addition, you don’t act alone for the duration of the game; no matter who you play, all the other players come together throughout your adventure and give you a Mini-party to lead, although the possibilities are limited to hitting, following and waiting. It is also good that before joining, you can choose which of your three skill trees you want to follow (although you have no control over which skills you actually have). It’s a small thing, but a nice touch so that you can decide what role you want everyone to fulfill. The graphics of the occasion are quite eye-catching, cutting through bright and colorful views in addition to the usual grays and browns that are often found in the Genre, and other notable elements include The armor of your comrades that changes throughout the game. Again, a nice touch that does not add anything to the game but is aesthetically pleasing.

So, the first impressions are favorable, but unfortunately, the cracks appear quite early. You will almost immediately be confused by the fact that your inventory is limited to 25 pieces; if you think about how much the Genre revolves around collecting loot, this is an inexcusable and confusing decision. In addition, you will quickly find that money becomes almost useless, because you can find suitable weapons and equipment on the spot. Pathfinding and AI also suffer, with the enemy rarely showing much will to survive – like Sarus the Mage, you can easily throw a wall of fire in front of you and drink potions while enemies burn in front of you, for example. The camera is also useless, so you have to constantly adjust the view to see the action better. In fact, the user interface is generally poor. The skills could also have been better managed. Although you can use up to eight at a time, some are arbitrarily limited to a simple right click, which requires juggling the game (there is no Pause if you want to mix things up or change equipment). It’s a little too awkward.
Some skills are also mastered without hope; for a simple game, choose Kithana and choose your vampiric skill tree to become almost invincible (you’ll know when). Some also do not increase their statistics, and sometimes they are forced to use less useful skills to cross the tree. The enemies also move on the plane with you (so that’s the problem), so wherever you go (even if it’s in a previously liberated area), your strikeers will always be a little healthier and better equipped than you.

But the biggest flaw is the risk and reward system – in the sense that there is none. The premise is – for some reason – that there should be no penalty for the expiration of a player or an NPC; no reduction in abilities, no lost loot, nothing. This is aggravated by the fact that the repetition points are rarely far from the action, which means that you can quickly return to the action. Although this can be considered a good thing, it completely ends any need for self-preservation. Perhaps to counteract this and increase the relative ease of the game, the following levels will throw an insane number of enemies at you, but this hardly helps.

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