These become second nature and while one’s fingers may occasionally mess up it feels like a better way of executing all of this. Setting up a fire beam is “Y A A A A” ice pellets are “(hold) LB X X A A A” and rock armor, which protects against physical attacks, is “(hold) LB B (release LB) B B B B”. Thus, much like the Strategems in Helldivers, cranking out your spells becomes far more like a set routine of button presses. For those who prefer a controller to the mouse/keyboard, four (of the possible eight) elements are mapped to the face buttons and holding down the left bumper switches to the remaining four elements. You can use them on foe, or to grief your friends as friendly fire is always on.Īll of this is back in Magicka 2 and has gone under some welcomed tweaking. Added to all that are the specific “Magicks” - set combinations of elements learned along the way - that further contribute to the insanity. Some enemies were weaker or stronger against certain elements, so some variation was necessary, but you were pretty free to just go nuts. This mixing and matching allowed players to find the particular type of attack they liked and go with it. Mixing “earth” with “ice” created a boulder that released an icy explosion when it landed. For instance, mixing the “death” element with “fire” and “water” created a beam of steam. Rather that just maneuvering your avatar around screen firing off beams or bullets based on whatever power pick-up you come across, you had mastery over the elements wind, fire, and all that kind of thing! What’s more, you could combine these elements to create new types of attacks. The first Magicka was a great twist on the twin-stick shooter concept. The creative freedom that made the craziness of the original title so great feels like it has been reigned in some, much to the sequel’s detriment. There’s a wonderful, chaotic fun to Magicka 2 that carries you through the first few story levels, but begins to fizzle and die shortly thereafter.
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