Too many spells in games are just variations on the old reliable fireball. Wizard sends projectile towards target. Target dies. Perhaps they deviate a little in how quickly they die, or how large the area of effect is. Maybe instead of a fireball it's a thunderbolt, or a poisonous gas, or a beam of light. Pish, I say. Pish! Where's the real magic? Where are the cataclysmic spells that take days or weeks of preparation, and then change the world with a single fateful ritual?
These games could learn something from The Last Spell, a roguelite turn-based tactics game about defending your village each night from hordes of mutant beasts that emerge from the purple fog surrounding the entire world. Whenever I start a new game in The Last Spell, I always rewatch the excellent opening sequence, which succinctly sets a harrowing scene of magic pushed further than we're used to seeing in most fiction in general, let alone games.
from Rock, Paper, Shotgun https://ift.tt/Wrh8qa1
via ifttt
Keine Kommentare:
Kommentar veröffentlichen