Preview: Magic Barrage
What do you get with equal mixes of bullet hell
shooter, odd 16-bit nostalgia, and a slathering of stereotypical fantasy? A mess.
You get a mess. Magic Barrage could be compared to
Frankenstein’s monster when thinking about the parts that went into its
creation. So it’s little surprise that
playing the culmination is just as horrific.
Developed by Gameguyz and published by Reality Squared Games, Magic Barrage entered beta on December
17th.
Since it’s a browser based, Flash game, Magic Barrage can be played virtually
anywhere and on any system that supports Flash.
The ease of access is a huge plus.
Players start by choosing one of the eight classes to play as and selecting
a name. The classes are RPG staples like
the warrior, mage, archer, priest, ninja, paladin, warlock, and assassin. There’s no character creation beyond
this. No genders, no colors, no
features. And while this makes a little
bit of sense for a game touting simplistic graphics, it’s a hard pill to
swallow when so many other games include some form of customization.
Despite looking like a classic adventure RPG, Magic Barrage plays more like a bullet
hell shooter. Characters are moved with
WASD and the mouse aiming attacks.
However, the mouse can be rendered all but useless by turning on the
auto-aim feature. This will lock all
attacks on the nearest enemy and automatically fire. And with skills and potions mapped to number
keys, it’s entirely possible to play Magic
Barrage one handed. And when a game
can be played with only one hand, it’s clear there isn’t much challenge. Despite the onslaught of attacks coming in
from all directions, it’s easy enough to avoid them entirely. Those that hit don’t do enough damage to
warrant concern. Increasing the
difficulty of dungeons doesn't help either as it’s still very easy to clear
them and attain the highest rating.
Quests are obtained from various NPCs much like any
other game. A fair amount of broken
English litters the game through quest text and NPC dialogue. A quest window can be opened which shows
accepted and unaccepted quests. Rather
than wandering around and naturally finding new quest givers, players are
spoon-fed each quest. Clicking the NPC
will automatically teleport the player to them.
I had often wondered about a game that provided
immediate gratification with little to no effort required of the player. When broken down to basics, each game is
about rewarding the player. The longer a
game is played, the more spread out the rewards are. The rewards typically come in a sense of
satisfaction or accomplishment through completing a quest or obtaining a new
piece of gear. So when a game breaks
down to jumping from one reward to the next without the hassles of travel times
or other annoyances, it should be a constant feeling of satisfaction,
right? Unfortunately, the exact opposite
proves to be true. When a game becomes
so automated, it becomes a mindless slog and the true sense of satisfaction
never makes an appearance.
Visually speaking, Magic Barrage hits on all the marks it was aiming for. Resembling something from the early 90’s,
there’s a small nostalgia value for those who remember when most games looked
like this. Animations are minimal and
most environments are flat, despite other appearances. In some open world maps, trees and boulders
alike can be passed over without any indication they were there. Otherwise, it is a robust and colorful world
with interesting art pieces standing in for the NPCs in chat windows.
Magic
Barrage tries something different with its unique
amalgamation of genres and features.
Unfortunately, the way it is cobbled together leaves it in an
unappealing mess. It doesn't excel in
any one area and since it practically plays itself, there’s little return on
investment for the player. If you’re
desperate for a free to play browser game, there are literally hundreds of
others much better.
Comments