By flotsam
Mage's
Initiation
Himalaya
Studios
If you are a fan of the Sierra questing type of games (Heros
Quest/Quest for Glory perhaps being the best example), while there are
imperfections it is hard to imagine you wont
find a lot to like here.
It isn t
a remake, so dont
expect one, but nor is it just a homage or inspired by. A replica is
probably the best description, not one that I came up with but which
fits well.
None of that matters of course if Sierra passed you by, and if it
did, this a nice glimpse into one type of their output.
It is worth stating up front that there is combat, but it is also
worth stating that much of it can be avoided. You can run away, or, as a
result of a patch following feedback to the makers, slide the difficulty
level to the easiest setting, which removes everything except the boss
battles. It means you won t
get the booty dropped by vanquished foes, but makes it almost a pure
adventure.
Whilst on combat, given you play as a Mage it is all about spells. No
choosing warrior here and whacking opponents with a
crowbar/sword/mega-mace. You start with two spells, one offensive and
one defensive, and you can gain more as you go. I did find when played
through on the easy setting that I didn t
need much more than the initial offensive spell, nor so far on the next
setting, albeit the spell is utilised multiple times as fast as I can
cast it. Using that spell also doesnt
drain mana, as every other spell does, so it almost begs that you do it
that way. Boss battles required a bit more, but this aspect is a tad one
dimensional, and therefore a little disappointing, at least at the
levels on which I have played/am playing.
You play as D Arc,
a young man who has come of age and can now leave his training (and his
life inside the Mages
Tower) and become a fully fledged mage. Three trials lie before him, but
before setting forth he must align with one of the four elements. The
Masters in the Hallowed Hall will assist, but the choice will ultimately
be yours. It primarily determines the types of spells you will learn
through the game, and as a result, the way the various conundrums might
be solved. I went forth as an Air mage.
Like an RPG, you can earn experience points, collect and sell items,
drink healing and restorative potions, and enhance your statistics. It
is RPG-lite though, so don t
worry that you wont
be able to sort through how to accumulate points or what to do with
them. Doing the necessary things to move through the game will deliver
points, and there are only a small number of attributes to increase, and
doing so had limited impact at the levels I played at. Even increasing
my health had little real impact, as it doesnt
regenerate other than with potions, and these are few to find and
expensive to buy. I had limited health through most of the game, so
increasing its capacity mattered little. Nor did it matter much, a
product largely of the way the combat worked.
The autosaves before moments of possible peril helped as well.
Nonetheless, I did enjoy the fact that this side of the game was
present. It added another layer to my 15 hours or so of playtime.
So too did the fetching and carrying. There was a lot of this,
fetches within fetches even, so be prepared for some traipsing. D Arc
doesnt
hurry terribly well either, so it can take some time. You might want
also to map some areas, being a little maze-like.
Be prepared to chat a lot as well. Numerous topics and a large number
of characters mean there is much to say and hear. It provides detail,
assistance and other things to do, and almost all of it is well voiced.
D Arc
is unfortunately a mixed bag, being too stilted in his delivery, most
notably in his musings.
An obvious highlight is the visual world, sumptuous and detailed.
There is an intricacy in the design that belies its low res style, and I
never tired of it, whether it be closed quarters inside or expansive
areas outside. I wasn t
though a fan of the cut scene animation style, finding them
comparatively grating, but they are limited. The music stays in the
background, pleasant and never overwhelming, and there are quiet places
as well.
You can choose between three different user interfaces to interact
with the world, and movement is point and click, with WASD available in
combat. Puzzles and conundrums abound, and I rarely thought it was
unfair. You can tweak settings, including spell sparkles which will
further assist. The inventory and the various settings are just a click
away. Save at will, although as mentioned it autosaves when it should. D arc
will also tell you if you try to have him do something probably fatal
(and you can make him do it anyway which can bring about a rather
humorous result).
There appears to be much that isn t
compulsory and that remains to be experienced, and the different
elemental alignment (and some voluntary activity that brings about)
lends itself to playing through again. There are many reasons to come
back, and despite some negatives I liked it a lot.
I played on:
OS: Windows 10, 64 Bit
Processor: Intel i7-6700 4GHz
RAM: 32GB GDDR5
Video card: AMD
Radeon RX 580 8192MB
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