Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Review Mage Knight: Apocalypse butchered at Games Radar

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,035
Tags: Bandai Namco Entertainment; Mage Knight: Apocalypse

<a href=http://www.gamesradar.com>Games Radar</a> had the misfortune of playing <a href=http://mageknight.namco.com/>Mage Knight: Apocalypse</a>, which turned out to be a <a href=http://www.gamesradar.com/us/pc/game/reviews/article.jsp?sectionId=1000&articleId=20061005155116264077&releaseId=2006031015566125099>"disappointing exercise in missed possibilities"</a>, deserving only 4/10:
<br>

<br>
<blockquote>That's not necessarily a bad thing: simplistic gameplay can be a blast. Unfortunately, while other games concentrate on action-packed carnage, Mage Knight: Apocalypse interrupts the flow constantly with amateurish pathfinding issues that hang your companions up on the simplest of obstacles, a spastic manual camera, and enemies that seem to enjoy standing idly in corners. A few of the linear hack-and-slash missions seem like real stumpers until you realize the last wave of goons got stuck and need to be lured around an obstacle.
<br>

<br>
There's never any sense of jeopardy from the decent looking but utterly braindead bosses, and though you'll find yourself dying frequently, there's no incentive to develop strategy since your nitwit companions can't navigate, and all damage done to bosses survives your resurrection. Other irritations mount on the side, like the loot system that forces you to micromanage your backpack to the point of agony, character interjections that fill your screen with text while you're trying to fight and shops that overwhelm you with hundreds of purchase options at a time. That the storytelling is hopelessly unexciting doesn't help, either.</blockquote>Sad, but predictable. You could see this trainwreck coming way before the train even left the station. Let's hope that Namco learned a valuable lesson about shitty game design.
<br>

<br>

<br>

<br>

<br>
 

The_Pope

Scholar
Joined
Nov 15, 2005
Messages
844
I really hope they put some more QA into Mark of Chaos. Warhammer is one of the few fantasy universes that doesn't suck, so I'd hate to see it done badly.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom