F2Pで楽しめるMOBA「Magicka: Wizard Wars」が,新ゲームモードを追加して4月28日に正式

Date: 2017-11-11 23:45

Video «Magicka wizard wars 印章»

The one-on-one Wizard Duel probably gives you purest magical competition. There's a couple teleporters to allow players to maneuver, but it really comes down to casting spells and blocks more effectively that your opponent. On the other hand, the distance is so compressed that it starts to feel a little random. Whoever gets a little behind on hit points is easy prey for spammed melee attacks, and wizard melees always felt a little anticlimactic to me.

Magicka Wizard Wars - Wizard Wars - 2 - YouTube

So it's important to play to your strengths: I favor Death magic, so my special robe, staff, and underpants (hey, this is Magicka) all give me Death magic bonuses, but at the expense of penalties to Fire. So Fire has basically vanished from my repertoire while Death is a part of almost every spell combo I use. However, it's harder to approach other players the same way. You can see their bonuses before a match starts but, once you're in-game, who is going to remember that the green wizard with the chainmail has a healing bonus and extra HP while the guy in the ninja robes has… wait, I forgot what the ninja robe does. See what I mean?

Magicka: Wizard Wars Videos - GameSpot

Which is, of course, Wizard Wars' biggest problem. As I said at the start, there is something fundamentally enjoyable about Magicka, and the same is true of Wizard Wars. Magicka has always been a lighter, sillier kind of game about semi-competent wizards running around blowing themselves and others to pieces. However, Wizard Wars' conservative approach to adapting Magicka to the MOBA template makes for a game that's long on repetition and short on tactical depth.

Magicka Wizard Wars 2# - YouTube

Developer Paradox North hasn’t done Wizard Wars any favors in saddling it with a surprisingly crude and unstable client. Wizard Wars may bring back some unwelcome memories of Magicka 6’s famously rocky co-op: half my attempts to join a session have ended in crashes or matchmaking failures. I've sat in a game lobby for several minutes, watching fellow players flicker in and out, resetting the countdown timer each time they reconnect. When a game ends, you get a fleeting glance at the score screen before "CONNECTION LOST" pops-up and you're dumped back to the main menu. Or the desktop, depending on how Wizard Wars is feeling that day.

But most of the time, and especially in the other game modes, victory is a matter of who proves to be the better wizard. You can queue up to three spells, combining different effects to make new spells, and then choosing how you want to cast them. It's all as enjoyable as ever, though a bit overwhelming at the start. With time, however, I took great satisfaction in casting protective wards on my character based on what spells other players were favoring (giving myself wards against Death and Fire magic, for instance, when I saw players making use of fiery beams of Death magic). Knowing what spells will be effective against which defenses, and how to deploy shields and traps of your own to defend yourself, gives Wizard Wars a bit of the feeling of a fighting game.

It's stuff like this that really hurts Wizard Wars as a competitive game. Not being able to report players is infuriating in a MOBA that allows friendly fire. One of my first games had a player on my team running around killing everyone in his path, whether a friendly or not, and it cost us the game after 85 or 95 minutes of misery. The griefer was the second-highest scoring player. Any online competitive game needs a way to deal with people like that. Wizard Wars doesn't have one.

Once you get into a match, things are much more stable. The trouble is that even when Wizard Wars is on its best technical behavior, you're playing a MOBA version of Magicka where the MOBA and the Magicka aspects don't complement each other so much as just exist alongside each other.

Of Wizard Wars' three game modes, Wizard Warfare is the clear winner. It's a control-point-based spawn-ticket game where the first team to run out of respawns, or to be locked out of all the spawn points, loses the game. It's fast-paced, dynamic, and progresses to a swift endgame. There are several different maps, each one has slightly different dynamics that allow for sneak attacks and rush strategies.

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The odds of having a fair game are also pretty small, unfortunately. Whether it's because of the server instability issues that I experienced in the client, or because Wizard Wars does nothing to discourage people from abandoning games or being abusive (there's no "report player" option), most games I've played have seen the 9v9 erode into a 9v8, or even a 9v7 or 8v7. That's a hard blow in a Soul Harvest game, which depends entirely on team's abilities to spread out across the map to farm for souls.

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