In the kingdom of Mystralia, it takes more brains than brawn to succeed. You will face down giant, powerful creatures
and navigate treacherous terrain. You will encounter puzzles that confound even the wisest of the old sages. And you must overcome obstacles put in place by people who do not want y...
In the kingdom of Mystralia, it takes more brains than brawn to succeed. You will face down giant, powerful creatures
and navigate treacherous terrain. You will encounter puzzles that confound even the wisest of the old sages. And you must overcome obstacles put in place by people who do not want you to succeed.
Your path will not be easy. In Mages of Mystralia, you play as Zia, a young girl who discovers that she has been born with an innate sense of magic. Unfortunately, magic has been banned, so she strikes off to train on her own to gain some control over her powers. 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.
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.
Design spells to fight enemies, solve environmental puzzles and battle epic bosses
Powerful yet simple spell crafting system
Classic action-adventure with over a dozen
of distinct regions to explore
Original orchestral score conducted by Shota Nakama and performed by the Video Game Orchestra at SoundtRec Boston of Final Fantasy XV and Kingdom Hearts fame
Mages of Mystralia is a trademark of Borealys Games Inc.
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It has spellcrafting, and does it excellently. More games should have spellcrafting. It looks great, has some fun puzzles, and the story (though not spectacular) does its job.
On the negative side: it's not very challenging, gameplay feels a bit clunky, and the spellcrafting (while fantastic) isn't utilized to its full potential. There are several runes that are used for one puzzle and have little to no application anywhere else.
Its a pretty relaxing zelda like game with a satfactory magic system. Mainly for those who are familiar with zelda like games. It will not overly impress those who are not fans of the zelda like genre.
2.5 stars -- It's not a bad game, but it very much fell short of my expectations.
Gameplay like Zelda? Sure.
Magic like Magicka? No way.
I heard it had a huge variety of magic customization. But instead of saying "here are a few things, now combine them freestyle" (ala Magicka), it says -- "you have four spells, and you can customize their properties". Sure, you can customize the 4 spells in many ways... but... four spells (okay, there's a modifier button to increase spell options a little).
Seriously, in a magic-focused action rpg that's halfway about going and learning runes to modify spells... I shouldn't be locked into just a few spells. The biggest reason I wanted to play this is because I heard there was a lot of spell versatility. Unfortunately, I wanted and expected more than just configurable spells.
Graphics are okay but more cartoony than I personally like.
Puzzles are okay. Very dependent on simply going places in order and having the right runes rather than a puzzle itself (which is okay, but it's not exactly cerebral).
Story wasn't *bad*, but for supposedly being written by an old-school experienced author... it falls short. Very short. It seemed more like modern simplistic wish-fulfillment fantasy than reasonable progression. "You're a mage! Now go beat the bad guy and save the kingdom! With no training! (Even though there are actual fully-trained mages in hiding)."
Also, I don't like checkpoint saves -- the tedium of repeating a whole section just to get to the actual challenge part is just a waste.
Overall, it was actually pretty fun -- until I just got tired and stopped playing suddenly and didn't miss it.
There's a lot of games that purport to allow you to design your own magic, but most of them just involve deciding how powerful you want your sparkles. This game has puzzle element in how you built your spells and how you optimize them, which allows for complex, multi-layers spells that's just fascinating. The combat is fine; the real point of the game is the puzzle elements. Given how much of the game relies on its fascinating magic design system, the earliest parts of the game are the roughest parts, where you're forced to contend with the weak combat mechanics and clunky handling, but once your mage gets to the point where she can start unleashing some real devastation, you'll find the game really hits its stride.
It's definitely not a game that overstays its welcome. By the end, as you've collected all or most of the runes and essences, you'll feel like you're really just getting started, but you're actually reaching the end, which is unfortunate. A highly recommended, overlooked gem.
Cute adventure game set in a fantastic world, which is great to play if you want to chill for half an hour after work or homework.
Simple and few controlls means getting back into the game is easy even after some weeks. There's a lot of small puzzles to unlock chests and each of the (very few) bosses has unique mechanics.
The game lacks some quality features though, like a quest log. The NPCs wont even repeat their dialogue on where to look for something, so better take notes, if you play this over several days.
Magic system is nice, but only very limited amount of spells is needed and most of these are explained...
Graphics are nice, music is relaxing, falling of a cliff teleports you back up with some less hp, all in all well designed for a casual, fun experience.
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