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KickStarter Mage's Initiation - A Classic Sierra-style Adventure/RPG

Boleskine

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https://www.pcgamer.com/mages-initiation-is-an-adventure-rpg-inspired-by-quest-for-glory/

Mage's Initiation is an adventure-RPG inspired by Quest for Glory
By Fraser Brown 2 hours ago

After a long wait, it's due out in January.
CeXzRQnB6y22RnfmP6mqjD-320-80.jpg


I first wrote about Mage’s Initiation for a preview five long years ago, and now the adventure-RPG hybrid finally has a release date. It’s taken the team around ten years to make and will be released into the wilds on January 30.

There aren’t many adventure romps in the style of Quest for Glory kicking around these days (which is disgraceful). In Mage’s Initiation, you’re a teen wizard about to be unleashed upon the world to put your skills to the test via three quests. Also, the kingdom needs to be saved, so I guess you could help out with that, too?

Magic can help you solve puzzles, but it can also fry any goblins trying to start a fight with you. One of four elemental specialisations can be picked at the start, conferring unique spells for use in and out of combat. You can try to avoid fights, however, and play Mage’s Initiation more like a traditional point and click adventure, though one with branching paths and some light RPG character progression.

I jumped back in after five years away and, while I’m not sure how much has changed since 2013, it still has a nostalgic hold over me, calling to mind adventures in not just Quest for Glory, but games like King’s Quest, too. And it boasts some cracking background art, though the higher resolution pixel art used for the character models looks a bit out of place.

Mage’s Initiation uses three different adventure game interfaces, which you get to pick at the start but can switch between whenever you want. Lamentably, there’s no parser for the masochists, so you’ll have to settle for either a verb coin, a compact interface that brings up a menu when you click on an object or the traditional Sierra icon bar.

Himalaya Studios, previously Anonymous Game Developers Interactive, has plenty of experience working with Sierra-style games. Before Mage’s Initiation, it made free remakes of Sierra games, as well as a Leisure Suit Larry-inspired adventure about a pathetic, middle-aged fella trying to find love.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/project...-classic-sierra-style-adventure/posts/2358544

Mage's Initiation Release Date Announced


Greetings and salutations, backers!

This update will be short and sweet...

Release Date Announced
We're excited to announce that Mage's Initiation finally has a release date! Set your calendars for January 30th, 2019.

We also have a new preview teaser video to whet your appetite for what's to come.


Platform Availability

The game has a Steam page where you can start wish-listing it. So be sure to do that and help us spread the word!

We're also in talks with GOG about releasing on their service and we're waiting to hear back from them, so a status about GOG availability couldn't be included in this update. Hopefully soon!


This game is wheely magical.

Magical Mana vs. Shield and Armor

The first previews have started coming in and the press are liking what they've seen!

PC Gamer
RageQuit.gr (Greek)
Outcast (Italian)

Ports A-Go-Go

Last but not least, we're currently working on native Mac OSX and Linux ports and hope to have them ready for release day (or thereabouts). Fingers crossed! We may actually need a few Linux and Mac beta testers to put those versions through their paces. But more on that when the time comes.

Thanks to everyone for your patience. The long wait is almost over!

Yours in Sorcery, Necromancy, and Prestidigitation,

The Himalaya Team
 

V_K

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Been playing the preview build, courtesy of our benevolent overlords, reposting some impressions from the news thread:

and from then on it's just been dealing with VO, this crazy lip syncing
And all this time was thoroughly wasted. I'm playing the preview build, courtesy of Infinitron, and the voice acting in this one is a choice. With consequences.

If that's the game's only or main flaw then I'm happy!
Very far from it unfortunately. RPG elements are extemely shallow - all you get are 4 stats, and they only matter for combat. No skillcheck-reliant puzzles, but there are some (I encountered two so far) where you have to use non-combat spells, which are determined by your class. Will have to check how it'll work for other classes.
A lot of puzzles in the beginning also were very easy, felt more like fetch quests. But right now I'm stuck on one, which brings some hope. Hope it's not a bug.
Not sold on writing either. It's way too drawn out and expositiony. Although there were a couple of genuinely funny jokes. Let's see how it goes.
A lot of puzzles in the beginning also were very easy, felt more like fetch quests. But right now I'm stuck on one, which brings some hope. Hope it's not a bug.
Nevermind, definitely a bug. The obvious thing wasn't working, and then out of the blue it did.
Finished the preview part. If it represents 1/3 of the game, as it says in the beginning, it won't be a long game - took me maybe 3 hours (except for aimless wondering due to the above).
My general impression is much more "Uanvowed with (actiony) combat" than "Quest for Glory". Hi-res graphics kinda adds to the impression, but it's not the main similarity. Your class choice has some effect on how the puzzles play out, but extremely minor - much like the choice of companions does in Unavowed. Only unlike Unavowed, you're stuck with your class for the whole game. I've encountered 4 puzzles - or more exactly interactions, as they were all pretty obvious - that required you to cast non-combat spells (or more exactly spell, as at the beginning you only get one). Of them, I'm pretty sure two will play out the same for any class, and two played out somewhat differently for fire and water mages. Oh, and the rate at which you acquire spells seems to be tied to plot rather than character development, so not much RPG here either. Another similarity to Unavowed are the two plot choices I was given with the promise of consequences - which, I assume, will all play out in the last act. Let's see how important they turn out to be.
Combat turned out to be actually a lot less annoying than I assumed from the videos. It does involve a lot of kiting, but at least it's possible to pause it to catch a breath. On the other hand, the frequency of random battles annoyed the hell out of me. I was trying to map the forest area, and on average had to fight two battles per square while drawing the map. Combat is advertised as optional, but I found it to be much faster to switch to easy difficulty and fight it through than run from battles and wait for the interface to change. Also, I don't think you can avoid the one boss battle I had in this build - which surprisingly, seemed easier than the random encounters (maybe precisely because it was unavoidable). But since I've put the difficulty to easy anyway, don't quote me on that.
 

Boleskine

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https://adventuregamers.com/articles/view/36793

Mage’s Initiation: Reign of the Elements hands-on preview
Written by Evan Dickens — December 21, 2018
mi-fp2__huge.jpg


If it seems like it’s been a long time since you last heard about Mage’s Initiation: Reign of the Elements, it probably has. Himalaya Studios, best known for their fantastic free VGA remakes of the first three King’s Quest games and Quest for Glory II launched a Kickstarter five years ago and nearly doubled their funding goal for Mage’s Initiation, promised as a modern era adventure-RPG hybrid in the grand tradition of Quest for Glory. Optimism was the order of the day, with an expected release date of February—2014! With anticipation building (and then waning due to delays) ever since, at last the initiation is nearly complete. I had the chance to play a preview version released into the wild in anticipation of the game’s early 2019 release, and it has immediately cast quite a spell on me.

Reign of the Elements puts you into the inexperienced shoes of D’arc, a 16-year-old student of spellcasting preparing to begin his career as a full mage in the land of Ele’Wold, a peaceful kingdom with sinister trouble brewing. D’arc is naïve and tentative about the task before him as he enters the Mage’s Tower at the beginning. Within the first half-hour of the game, you’ll have a chance to appear before the Council of Mages and, through a choose-your-response dialogue test, ultimately select an element to align yourself with (earth, fire, water, or wind). Once your alignment is set (there is no changing other than beginning a new playthrough), the combat training begins before you can venture out from the Tower.

Each mage archetype has one combat spell to begin, as well as a passive skill, and ultimately your character will learn a total of six spells. The Earth Mage that I became has a rather simple initial fighting skill: the ability to create and launch rocks at opponents, Street Fighter fireball-style. In the early stages, the combat seems relatively basic, especially if you leave the default auto-targeting option on and don’t need to aim the spell. It’s just a matter of clicking to run to a part of the screen that allows you to avoid your enemy, and then firing a rock from a safe distance (as a mage, there is no melee or weapon-based combat). It didn’t take more than a few rocks to kill any of my early opponents, and in most battles I never took any damage. The combat can be set to one of three difficulty levels (I played at Intermediate), and I assume it will escalate in difficulty as the game gets deeper.



One thing I’m definitely curious about is the level progression. In this game, the typical Sierra-style score system is replaced by experience points. D’arc starts at level one with no experience and 100 points necessary to get to level two. Those points are gained, one or two at a time, by talking to the various NPCs about important topics, or picking up items as you explore the world, but the progression seems very slow early on. And while you might think grinding combat would be an easy way to build experience, you’ll be surprised to find that the random goblin encounters give no experience at all—in fact, the lack of grinding (a process treasured by old-school RPG lovers) is promoted as a feature of this game.

Gaining a level provides upgrade points, but the character attributes available for upgrade are not nearly as numerous as in most role-playing games: only Strength, Intelligence, Magic, and Constitution are counted. Strength and Intelligence have direct effects on the damage and the accuracy/speed of your spells, while Constitution increases your maximum Health, and Magic increases your maximum Mana. This apparent dilution of the RPG focus is consistent with the game’s promise that violence can be treated as fully optional—though part of the reason I’ve always wanted another great game in this style is the combat, so I have no intention of skipping any of it.

If the RPG elements seem a little light at this point, the adventure game hallmarks are clearly present—especially the dialogue. One truly impressive thing about this world is its number of characters. Throughout the Mage’s Tower, the town of Iginor, and the surrounding forest and mountain areas, there is a great deal of time to be spent on conversation. Some of the more important supporting characters have dialogue trees consisting of more than 20 discussion topics, with plenty of rich background context provided through these exchanges. Thankfully, the dialogue trees are color coded so you can easily remember which topics have already been brought up.



As an Earth Mage, my passive ability allowed me to communicate with earth creatures, so among the conversations to be had was one with Sam the Screaming Tree—but I didn’t have the ability to talk to birds, because as D’arc pointed out plainly in my playthrough, that type of silliness is best left to the Air Mages. The game’s tone is generally sincere and earnest, but there are some nice light moments of humor, generally in the portrayal of characters like the odd bandit duo of Fend & Pug. The script does not focus on the droll, sharp style of wittiness that was often found in the Quest for Glory games.

Mage’s Initiation features really impressive music throughout: sometimes a light classical ambience, and sometimes a more prominent, heroically inspiring piece, all with a bit of a medieval vibe. I have actually been letting the light acoustic guitar-based town theme play in the background as I write this preview. Even more impressive is the sound design, with great ambient effects such as chirping birds, chattering townsfolk, and running water integrated well with the world, which is more noticeable during exploration of outdoor environments that don’t have a musical soundtrack. The voice acting is great nearly across the board—though I’m not entirely sold yet on the awkwardly sincere voice of the protagonist. It’s not quite as bad as the infamous Al Emmo voice from Himalaya’s last commercial game, but it can be distractingly teenaged with a little too many emphasis points in each sentence, and I find the heavy echo effect on D’arc’s narration to be a bit unnecessary as well.

What you knew to expect from another Himalaya title—this being a company who rose to fame by making classic adventures look much, much better—is a beautiful game to look at, and Mage’s Initiation is truly an artistic wonder. Its 640x400 resolution calls back the genre’s golden era, but the unbelievable visual detail in every background, and the fantastic animation found in flowing streams, burning candles, busy townspeople, and much more bring extra life to every scene. I can’t stop looking at the towering stone buildings throughout the town of Iginor, which are individually constructed with the type of attention to architectural detail necessary for any real structure. The close-up character portraits, with near-perfect lip-synching, are equally attractive.



After the first hour or so spent in the Tower learning the ropes and the basic premise, the next few hours introduce a classic concept for adventures: three trials to become a full initiate, involving separate journeys over water, mountains, and into the forest. Not exactly revolutionary settings, but they are so consistently beautiful to look at that I don’t think I will have any problem wanting to replay this game multiple times with the different mage alignments. The early stages emphasize exploration and conversation more than puzzle-solving, but with the substantial amount of inventory-gathering taking place along the way, it seems likely that traditional adventure puzzling will play an increased role later on.

Reign of the Elements also allows you to choose your favorite interface style: you can go with the classic Sierra style of the drop-down icon bar, or the Full Throttle-style verb coin brought up by holding the left mouse button on interactive items, or even a third option that displays a condensed icon bar with a right-click, in case you like your interfaces small and compact. In a welcome bit of further customization, a constant hotspot identifier bar can be turned on or off, and can be moved to the top or bottom of the screen. I love the fact that the developer has gone to such lengths to let you personalize an experience that is most appealing to you.

It is probably a bit of misfortune for Himalaya that Mage’s Initiation comes so soon after Lori and Corey Cole’s Hero-U, but this is a very different game, leaning heavily into the sincere fairy tale wonder and pure adventure aspects of the King’s Quest series. It also relies less on humor and RPG elements, to the extent of offering a path to play as a pure adventure while still building in replayability with four different main paths, as well as promises of optional side quests and branching paths. I am intrigued to see what other spells my character will learn and how much deeper and more difficult the combat elements will get, but I especially just can’t wait to admire even more of the beautiful backgrounds of this technically superb game. Mage’s Initiation: Reign of the Elements is scheduled for a January 30, 2019 release and even six years since its introduction, certainly looks like an adventure worth the wait.
 

V_K

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Two mistakes in this preview: the combats do award some experience, but only the first time you fight a specific monster type. Moreover, any kind of mage can talk to the screaming tree, the talking ability in the preview at least doesn't amount to much.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://videogamesuncovered.com/features/mages-initiation-reign-of-the-elements-preview/

MAGE’S INITIATION: REIGN OF THE ELEMENTS PREVIEW
by Rob Pritchard, December 16th, 2018

The nineties were a time when the PC was filled with classic adventure games such as Broken Sword, Simon the Sorcerer and The Secret of Monkey Island. As time went on, the genre faded in popularity, until the advent of digital distribution brought it back into focus. After a highly successful Kickstarter campaign back in 2013, Himalaya Studios have at last completed their development of Mage’s Initiation: Reign of the Elements, a traditional point and click Sierra styled adventure game, taking inspiration from several of their fondly remembered titles.

The main character is a young mage in training by the name of D’arc, who is on the cusp of completing his training. In a throwback to the original King’s Quest, in order to graduate, he will need to train himself in the ways of elemental magic, and then fetch three items of immense magical power. At the beginning of the game, you are asked to choose your elemental speciality for D’arc’s magical powers. Each distinct choice will determine which spells you will learn and the way in which certain characters will interact with you. For example, becoming a fire mage will make some characters warier of your presence, whereas an earth or water mage will not cause you be treated with the same hostility. You can opt to collect the items in whichever you choose, allowing for the player to craft their own destiny, instead of sticking to a linear narrative.

Mages_Screenshot_3.jpg

As well as puzzles and character interaction, Mage’s Initiation will often require you to use your obtained spells to fight magical creatures such as trolls or goblins. In a nod to RPG’s such as the Persona and Pokémon series, each creature has specific elemental weaknesses, so your choice of element at the beginning of the game will determine the difficulty of your earlier encounters. Throughout your quest to help D’arc complete his life’s mission, the plot takes many twists and turns, with some of them affecting non-player characters that you have to determine whether or not you can trust their motives.

The VGA styled pixel art which has been used for many classic adventures has also been used for Mage’s Initiation, but thanks to the power of modern computers, the resolution and colour palette are much more defined. As a result, the visual effects for the magic spells, the portraits that appear during a player’s dialogue and the hand drawn backgrounds are a pleasure to see in motion. The medieval styled soundtrack fits perfectly alongside the world of Mage’s Initiation, along with a high-quality voice cast which help to bring the game’s characters to life.

Mages_Screenshot_4.jpg

After reaching the conclusion of the time I spent with Mage’s Initiation: Reign of the Elements, it is clear that Himalaya Studios have put a lot of time and energy into creating a classic adventure game in every sense of the word. The dramatic narrative, alongside the replay value of choosing different elemental specialities and the beautiful retro styled graphics will not disappoint the hundreds of people that invested their money into the game’s creation. Himalaya Studios will be releasing Mage’s Initiation: Reign of the Elements next month on Steam. Be sure to stay tuned to VGU for our in-depth review, as well as a selection of hints and tips on how to use D’arc’s magical abilities successfully.

https://laterlevels.com/2018/12/19/mages-initiation-a-touch-of-magic/

Mage’s Initiation: a touch of magic

After receiving my Amiga as a kid and completing The Secret of Monkey Island for the first time, I found myself hooked on adventure games. One of the next I tried was King’s Quest VI: Heir Today, Gone Tomorrow. I have memories of collecting the flower of stench from the beach on the Isle of the Sacred Mountain; using this to overcome one of the Sense Gnomes on the Isle of Wonder; and being thrown into the Catacombs to face the Minotaur. But the memory I remember most strongly is the fact I never finished.

So when Emily Morganti got in touch to offer the chance to play a preview build of Mage’s Initiation: Reign of the Elements, I jumped at it. This upcoming adventure-RPG-hybrid is being created by Himalaya Studios – who previously released remakes of King’s Quest I: Quest for the Crown, Kings Quest II: Romancing the Throne and King’s Quest III: To Heir is Human under the moniker of Anonymous Game Developers Interactive (AGDI). Perhaps now will be the time I’ll redeem myself for that past failing and make Prince Alexander proud.

You may be surprised to hear that Mage’s Initiation has been in development for almost a decade. The project began 2009 after a community poll identified an adventure / RPG as the type of game AGDI’s fans most wanted, then in 2013 the team went on to run a Kickstarter campaign in order to supplement work on the title. It did incredibly well: they managed to raise almost double their $65,000 target and reach six out of nine stretch goals. We’ll now have the opportunity to see the fruits of their labour at the end of next month.

Players take on the role of D’arc, a sixteen-year old who has spent most of his life so far confined to the Mage’s Tower in the realm of Ignior. The past ten years have been devoted to studying the magic of the Elements under the instruction of the most accomplished scholars and it’s now time for him to venture beyond the tower. He’ll have to brave a goblin-infested forest, navigate a vast lake to encounter a pure evil and ascend the peaks of a valley of winged warriors if he wants to make it through his initiation. Whoever said being a teenager was easy?

I feel I should say a few words about D’arc himself before we jump into the meat of the preview build… because we’ve only known each other for a third of the game and he’s already starting to get on my nerves a little. He’s very theatrical, particularly when it comes to his internal monologues, and there are plenty of grand pauses and witticisms when it comes to observations about objects in the environment. I can’t deny this is somewhat befitting of a teenage character though – especially one brought up in a fantasy medieval world by mages.

Speaking of the environment, visually this game is lovely. I could immediately tell it had been worked on by Sierra fans who’d been influenced by King’s Quest as the pixelated background art is beautiful and brings to mind a warm sense of nostalgia. I didn’t necessarily need the higher-resolution portraits which appear when a character is taking, as the text on the screen alone would have been enough; but they’re very well done and I understand that a lot of players prefer to see speakers close-up.

The game is controlled by mouse alone and you have a choice of three different adventure interfaces that can be switched between at any point. There’s the traditional Sierra-style icon bar, along with the LucasArts-inspired verb coin which sadly didn’t work for me in the preview build; but this wasn’t a problem as I felt comfortable with the more streamlined compact option. With this scheme selected, right-clicking brings up a small rectangle holding icons for actions such as touch or pick up, look and talk.

At the start of Mage’s Initiation, D’arc is summoned to the Tower’s Hallowed Hall by the Masters to see which of the four elements he is aligned with. This happens through a short series of multiple-choice questions. Usually when I play any kind of RPG I opt for fire spells (must be my inner pyromaniac) or lightning if I fancy a change; however, this time my overseers felt I was better suited to water. There does seem to be an option to change if you’re not happy with the automatic section but I decided to go with their wisdom in this instance and continue.

Next it was time to head to the Training Hall to receive my gifts from the Sphere of Knowledge. These turned out to be the ability to talk to underwater creatures and spray a jet of water from my hands, as well as being able to shoot bolts of ice and surround myself in liquid armour. Those last two came in handy when going up against another hopeful initiate and I’m pleased to say I kicked his butt – but I was given several stern warnings from my scholar to never use my magic on the Giftless humans.

There are several locations outside of the Mage’s Tower like BloodBark Forest, where you’ll encounter combat situations with enemies including Redcap Goblins and poisonous spiders. You can kill these foes by selecting a spell and then clicking on them but they’re able to fight back: casting magic reduces your mana and taking hits results in losing health, so there’s the possibility for D’arc to die. Potions created, found or bought can be used during battle however to recover your resources and continue.

If you’re more point-and-click-minded, you can also run into the next screen to escape so there’s an option to avoid combat for those who prefer an adventure experience. However you choose to play the game, actions like defeating enemies, finding out information and discovering useful objects will grant you skill points which can then be allocated to strength, magic, intelligence or constitution once you have enough. You can also equip various jewels which enhance these stats in the way you wish.

The puzzles I’ve encountered so far have been quite straightforward; for example, at one point it’s necessary to locate four different tile pieces from within a labyrinth to complete a mural and open a locked door. I remember there being different ways to overcome a challenge when playing King’s Quest VI and the same is true here. When trying to find out a door combination, another character told me he’d trade the answer for a health potion – but in his words were a clue to the code, which I then managed to figure out for myself.

This feature, along with the ability to choose your element and customise your character somewhat as described above, give the potential for a lot of replay value. The branching storyline and optional sidequests also make for a story which doesn’t feel completely linear. It’s obvious the Himalaya Studios team have really focused on giving their fans what they asked for – and adventure / RPG hybrid – and with other titles like Unavowed being positively received this year, I can see this mash-up genre becoming popular.

Mage’s Initiation: Reign of the Elements is due for release on 30 January 2019 so there isn’t long to wait to get your hands on the full game. For more information, take a look at the official website or give the developer a follow on Twitter.
 

MRY

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Has anyone played this yet? I'm trying to figure out whether it's an Al Emmo-style farce or something serious -- winged beings called "Flyterians" and a fusty university named "Iginor" suggest farce, but the coverage has suggested a more straight-up story.
 

V_K

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Has anyone played this yet? I'm trying to figure out whether it's an Al Emmo-style farce or something serious -- winged beings called "Flyterians" and a fusty university named "Iginor" suggest farce, but the coverage has suggested a more straight-up story.
It's a mix, similar to QfG, but much more on the serious side. The pathos with which mages speak is seriously cringy.
At least in the preview section, that is.
 

V_K

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Let's put it that way: if you liked Unavowed, chances are you'll like Mage. Similar strengths and weaknesses (plus twitchy combat).
(or you could wait for the Codex review coming - hopefully - in a few weeks)
 

MRY

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I've got a key from backing it in days of yore. No time to play. I'll give it to whoever wants it, provided you commit to playing the game and leaving them a Steam review (whether for good or bad) -- it matters a lot to devs to get engagement, especially after such a long dev cycle.
 

Andhaira

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Downloading it now. No real time to play though, maybe over the coming weekend. Still torn over whether to go with Fire mage or Air mage (lightning!)
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth



https://af.gog.com/game/mages_initiation_reign_of_the_elements?as=1649904300

https://www.kickstarter.com/project...-classic-sierra-style-adventure/posts/2400001

Initiation day is here! Play Mage’s Initiation!
Posted by Himalaya Studios, Inc. (Creator)


Hello, Dear Backers!

It’s been a long time coming, but Mage’s Initiation has finally released today after 10 years (!) in development. This is a far cry from our original estimate, but we got there in the end! We truly appreciate our backers’ patience and enthusiasm as we worked to make this game the very best it could be. Thank you!

As of today, Mage’s Initiation is available for Windows, Mac, and Linux on Steam, GOG, and the Humble Store. Spread the word! Tell your friends!

We’re distributing digital rewards through Humble Bundle. By now you should have received details for claiming your DRM-Free copy and Steam/GOG key and soundtrack at the e-mail address we have on file for you. If you didn’t get that (and it’s not in your spam folder), please review Humble's support page on the topic. If you still can't locate the e-mail, click the "Contact a Humble Support Ninja" link at the bottom of the page and they'll help you out.

Launch Trailer

Let’s talk it up!

· Please help us out by leaving a review on Steam. It'll greatly help in boosting discoverability and let new people find out about the game. More adventure for all!

· If you need support, help, hints, or just want to leave some feedback, visit us over at the Himalaya Studios forums and drop a line!

Now, with development largely off our plate, we'll be spending the next year manufacturing the rest of the swag and figuring out how to best get that into your hot little hands (for the Fire Mage's among you, at least!) We'll also be looking into smartphone ports.

Thank you again for supporting Mage’s Initiation. We couldn’t have done it without you guys. And now we can’t wait to hear what you think of the game!

The Himalaya Team
 
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Boleskine

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http://www.hardcoregaming101.net/mages-initiation-reign-of-the-elements/

Mage’s Initiation: Reign of the Elements
Posted by Jonathan Kaharl on January 30, 2019

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Mage's Initiation: Reign of the Elements – PC, Mac OS X, Linux (2019)

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If you’re a fan of Sierra’s old Quest for Glory series, you’re gonna want to listen up for this one. Way back in 2013, a small studio called Himalaya Studios, made up mainly of people who worked on remakes for some classic Sierra games (including Quest for Glory 2), pitched a game on Kickstarter called Mage’s Initiation, a throwback to the Quest for Glory series, plus a dash of King’s Quest for good measure. It took six years, but the game has finally been finished, and we’re happy to report that the wait was worth it. With so many high quality indie point and clicks as of late, including Wadjet Eye’s Unavowed and Francisco Gonzalez’s Lamplight City, managing to stand out from the pact is no easy feat, but Himalaya has accomplished it here with arguably one of the most mechanically ambitious point and clicks in recent memory. It’s not flawless by any stretch, but it manages to do so much so well that it’s easy to overlook its shortcomings.

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The game plays a little loose with the classic Quest for Glory set-up, not giving you a player avatar adventurer but D’arc, a mage in training with his own back story and personality. D’arc is about to become a full fledged mage, but he first has to accomplish three feats before the day is up to prove himself, unaware that treachery is afoot in the nearby town of Iginor. He’s also having strange dreams, where he sees the pasts of strangers and seems to be summoning a demon, calling himself the mightiest of mages. What happens from here depends on how you have D’arc choose his destiny.

While you can’t role play in an old school, blank slate way, you can choose what school of magic D’arc uses, picking one of the four main elements (fire, air, water, and earth) through a personality quiz and gaining new spells for combat and puzzle solving. Much like Unavowed, puzzle solutions change based on a player choice variable, though instead of what party you bring, it’s now what set of spells you have access to. For example, a water mage simply finds a piece of rope in front of the town gates, while an earth mage has to use their magic on a nearby vine in the wall to get what he needs. This doesn’t change up the solutions too much, but it makes replaying less repetitive, especially with each element class having a completely different side quest exclusive to them. The rest of the puzzle solving is mostly based around the inventory, though there are some really inspired moments scattered about, like a mirror room in the priestess castle.

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The presentation also screams classic Sierra, abandoning the more popular recent styles that embrace sprite graphics by using what appears to be fully painted backgrounds and portraits with sprite work adding extra elements almost seamlessly. The lead artist, John Paul Selwood, really flexes his muscles here, using his experience on the remakes of King’s Quest 1 and 3, not to mention Quest for Glory 2‘s remake, to make some of the most gorgeous backgrounds ever seen in a point and click to date. Brandon Blume, composer for the remakes of King’s Quest 3 and Space Quest 2, also does some great work to sell every area as alive or epic in scope. The only place where the game’s style hits a snag is in a small handful of animated cutscenes, which look like cheaply produced FMV fodder from the mid 90s, but the voice acting helps keep these few scenes from being too grating or distracting.

The voice acting is very mixed, with the weakest of the bunch being D’arc’s actor Kenny K. His inflictions are strange for the vast majority of the game, never seeming to know what word to emphasize and coming off as monotone while projecting a lot of energy and emotion, simply because he can’t seem to stop projecting that one tone. A few other characters suffer from similar issues, with Edwyn Tiong’s performance as the Asian merchant Si Long suffering less from the voice actor’s talent and more the stereotypical and vaguely offensive direction. However, the ones that do stand out really stand out, usually by playing to their type and going as far as they possibly can.

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Jacob McCray’s Jonis makes for fantastic comedic relief, an air mage with his head in the clouds who can’t keep a thought straight, while the best actor of the whole game is easily Stewart Crowcombe’s Fend. What could have easily been a stereotypical thief character is made a complex supporting character and counter-point to D’arc’s character arc in the script, and given humanity and charisma in Crowcombe’s performance. Everyone one of the goblin actors also deserve special mention, including co-designer Chris Warren as Sniveler, the moronic right hand man of the red cap chief. Their delivery has just the right timing to make every line they give amusing, and the jokes they do get end up being game highlights (especially the summoning scene).

While the point and click aspects of the game are rooted in a strong foundation and have some nice modern quality of life improvements (including the choice of three control schemes), and the RPG dialog and questing systems help give the game some extra meat, the combat system is underdeveloped and occasionally aggravating. Every class gets a different spell set, but anything that isn’t an offense spell is fairly useless on the normal difficulty outside defensive spells in some set moments of the game. The vast majority of fights are random encounters as you roam a wild area, and they can mainly be solved by spamming your basic projectile spell (which you can keep casting if you run out of MP) and running to the next screen to get breathing room if there are too many enemies in the area. There’s also little reason to fight if you’re not looking for gems (which function as equipment) or side quest items. You only get experience upon defeating an enemy for the first time in random encounters, making any others afterwards a waste of your time. The experience system is basically a Sierra style points system that also grants level ups and points for stat growth, so grinding is impossible within said system. If not for the merchant side quests, this system would make random fights completely pointless.

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Some story fights are also very cheaply designed, the final boss a major example in how they like to spam a rain spell from the water mage spell set, which can stun a victim in a set area and escape becomes incredibly difficult. The game does allow autosaves before fights like these to help with the frustration, but that doesn’t change that a few fights come down to dumb luck rather than strategy. Thankfully, only a small handful of fights fall under this umbrella. The battle system isn’t necessarily a drag, but it feels superfluous to the main game most of the time, only breaking up stretches in dungeon style areas that exist mainly for said combat system and the RPG theme of the game.

The story is arguably also a bit too classic. While there are fun twists in the formula, especially with Fend’s entire characterization, much of the story pulls from fairly old fantasy tropes, including ones probably best left aside. The priestess Amun-Cul has sexist elements in her writing, a Cleopatra myth twist of a beauty obsessed woman manipulating others. Some fairly interesting political ideas raised in the game are also mostly ignored in the central themes, including mage social dominance and the very real and relatable issues the town has with mage society and the ruling class. A lot of RPGs do this sort of writing to give the world texture, and it always feels strange when the text doesn’t grapple with the implications, especially with a lot of extra dialog painting D’arc as a classist that doesn’t really have main story importance and reminds you that the role playing system itself is very limited for the sake of D’arc’s central story and how it contrasts with the various antagonists. The main story and the themes it raises is good, but it feels like it should have been a vessel for all these other ideas spinning around to challenge D’arc’s starting views for stronger role play possibilities. It’s satisfying, but there’s something far more interesting buried there.

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Despite these issues, Mage’s Initiation really stands out among its contemporaries, embracing old systems many threw aside and trying to expand on them. It has ambition, and while not every goal was achieved, plenty were and the game proper ended up becoming a beautiful fantasy yarn with fun characters, gripping themes of self-identity, and a ton of standout point and click puzzle moments. Many of its failures are even respectable in what they attempted to do, resulting in a flawed game that does enough right to leave you sucked into it for playthrough upon playthrough to see every possible ending or final scenario, not to mention everything you missed on the way there (and there’s a mess of things you can miss). An absolute must for point and click fans, and especially old fans of the Quest for Glory series. Even if you don’t fall into those camps, it’s still worth a look, if just for the amazing artistry on display.
 

Agesilaus

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Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
I went and got it on Steam, but can't play it right now. Looks interesting, I'm always happy to support a Heroes Quest/QFG style adventure game.
 

fantadomat

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I played a few hours and it is decent,tho it have that retarded moonlogic from time to time. I am stuck at the first part because maybe i have missed some pixel thingy. There is fucking fruit that i have to get but it is too high,i have four long planks good enough for raft,two paddles and a rope...oh also the slope is something a young girl could climb. Yet some times the character tells you where he saw the thing that could help you.

Other things...well the dialogue choice is awkward,it is a dialogue three that could have had a few less branches. For example,you got 7 options,you pick the first one,it lead to another three that have 2 options,then you pick one then that leads to another part with only one option,that could lead to another one. All this could have been put sub layer of the first option.

The voice acting is pretty....meh,and that coming from a guy that doesn't care about voice acting.

It have levels that are similar to the quest for glory forest,but do actually have different hand made maps for the different cells of the map,you could even use pen and paper to map it,it is inline.

The writing is decent,still it is awkward at times or maybe that is just the voice delivery.

Still in the end it is worth checking out for adventure fans,i will write more after i get deeper in it,oh also there is a levelling mechanic with stats.
 

V_K

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There is fucking fruit that i have to get but it is too high
Cast a spell. Or, at that stage of the game, the spell. There might be some additional steps to do for the fire mage.
,i have four long planks good enough for raft,two paddles and a rope
Have you talked to everyone about everything? It's not like the game is overflowing with NPCs
Seriously though, if you're finding Mage's puzzles hard, maybe Adventures are just not your thing.
 

fantadomat

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There is fucking fruit that i have to get but it is too high
Cast a spell. Or, at that stage of the game, the spell. There might be some additional steps to do for the fire mage.
,i have four long planks good enough for raft,two paddles and a rope
Have you talked to everyone about everything? It's not like the game is overflowing with NPCs
Seriously though, if you're finding Mage's puzzles hard, maybe Adventures are just not your thing.

I was talking that is illogical,not that i find it hard. I am well past this point. The game is not hard,it just poorly translate the situation and the solution to the player....some times.
 

V_K

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That's a strange complaint - if the solution is obvious (and I can think of maybe 3 places where it isn't), how can it be illogical? Or even if it is, what does it matter?
 

fantadomat

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That's a strange complaint - if the solution is obvious (and I can think of maybe 3 places where it isn't), how can it be illogical? Or even if it is, what does it matter?


It wasn't a complaint per se,it was my glorious butthurt and talking about my experience with the game. Why are you so butthurt about my butthurt?
 
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After roughly 3 hours of playtime (water mage) I would say that, thus far, the game is a bit underwhelming. It is definitely not bad; the art is very, very good and recalls Sierra at its hey-day, there seems to be a decent amount of optional/alternate/tertiary content (not Heroine's Quest level, but HQ really broke the mold on this front), and the writing and VA are totally serviceable, but coming from the crew that made the QFG2 and KQ3 remakes... well... I was expecting more. V_K is spot on that the game is very, very easy, and poorly designed on the puzzle/progression front. Also, I realize that I'm a grumpy old fuck, but I am sick and fucking tired of playing whiny-ass dumbshit teenagers, and the Harry Potter-vibe is way too strong with this game for my liking.

This could of course all change as I get farther into the game, but right now I would recommend passing on it unless you are a QFG fiend and you've already played both QFI and HQ through multiple times.
 

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