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Magic: Legends Preview - Planeswalking My Way Through The Multiverse | MMORPG.com

SystemSystem Member UncommonPosts: 12,599
edited March 2021 in News & Features Discussion

imageMagic: Legends Preview - Planeswalking My Way Through The Multiverse | MMORPG.com

Taking an iconic IP like Magic:The Gathering and giving it new life in another medium is no easy task, but it's one that Cryptic Studios is currently undertaking with their ARPG Magic: Legends.  We sat down in a play session with the Magic: Legends team to check out the ARPG in action ahead of next week's beta test.

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Comments

  • Scott_JeslisScott_Jeslis Member RarePosts: 636
    Looking forward to open beta. There's also a new Magic comic coming out as well. Not sure if the two are related. I got the first issue as an "ashcan preview", it looks good thus far.
  • QuizzicalQuizzical Member LegendaryPosts: 25,483
    That sounds pretty terrible.  What happened to the old Cryptic games that went out of their way to give you a lot of options on how to control the game?  To play Neverwinter, I actually had some controller buttons mapped to console commands.  It's not ideal to have to do that, but at least you could if you needed to.
  • renstarensta Member RarePosts: 728
    Eh... doesnt look that promising. Meh. No phone support as well.

    image


    Basically clicking away text windows ruins every MMO, try to have fun instead of rushing things. Without story and lore all there is left is a bunch of mechanics.
    Reply
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  • UNH0LYEV1LUNH0LYEV1L Member UncommonPosts: 572
    This looks so silly...why would i want skills that randomly come up? Thats not something that we can repeatedly rely on which is what character building in ARPG's is all about...

    Furthermore, the fact that they use a "deck" to do combat is just so incredibly lame. The cards have always just been a representation of the spells and creatures in magic. The creatures, planeswalkers, etc. never used cards themselves. It was just a way to represent actions as you play the game against an opponent.

    This game looks cheesy AF.
    Samhael
  • KnightFalzKnightFalz Member EpicPosts: 4,522


    This looks so silly...why would i want skills that randomly come up? Thats not something that we can repeatedly rely on which is what character building in ARPG's is all about...



    Furthermore, the fact that they use a "deck" to do combat is just so incredibly lame. The cards have always just been a representation of the spells and creatures in magic. The creatures, planeswalkers, etc. never used cards themselves. It was just a way to represent actions as you play the game against an opponent.



    This game looks cheesy AF.



    Why do people want to play M:tG where their hand is randomly determined from the deck they have available?

    It's just a different way of doing much the same thing, but adapted due to the differences in medium and a shift from turn-based to concurrent play.

    Just as a M:tG player must adapt play to the cards in his hand, the player in Legends must to his currently available abilities.

    I think that adaptation thematically suited and unique so far as I know for ARPGs, so I'm quite interested in seeing how it works in practice.
    iamspamicus
  • GorweGorwe Member Posts: 1,593
    I am hopeful about this because I witnessed how fun the revolving ability playstyle can be. It's not exactly this, but Shadows: Awakening had a cool little system.

    What I am NOT hopeful about and what pisses me off is that, allegedly, we will not be able to use more than two color combos! Ok, this could be "futureproofing" where they would want to monetize that addition via Alara or Tarkir expansion / dlc, but come on!
  • GinazGinaz Member RarePosts: 2,558
    edited March 2021
    Having cards in a deck as your combat system? Where have I seen that before? Oh yeah, Shroud of the Avatar. How did that work out? This still looks like a hard pass for me. Which is s shame because if you strip away all the p2w elements of Cryptic's games, they're actually pretty fun to play. This doesn't look fun but it'll still have all the p2w we've come to expect from Cryptic and Perfect World.

    Is a man not entitled to the herp of his derp?

    Remember, I live in a world where juggalos and yugioh players are real things.

  • TwistedSister77TwistedSister77 Member EpicPosts: 1,144
    How many can play together vs say Diablo 3?  Isn't an MMO ARPG?
  • UNH0LYEV1LUNH0LYEV1L Member UncommonPosts: 572

    Torval said:







    This looks so silly...why would i want skills that randomly come up? Thats not something that we can repeatedly rely on which is what character building in ARPG's is all about...





    Furthermore, the fact that they use a "deck" to do combat is just so incredibly lame. The cards have always just been a representation of the spells and creatures in magic. The creatures, planeswalkers, etc. never used cards themselves. It was just a way to represent actions as you play the game against an opponent.





    This game looks cheesy AF.






    Why do people want to play M:tG where their hand is randomly determined from the deck they have available?



    It's just a different way of doing much the same thing, but adapted due to the differences in medium and a shift from turn-based to concurrent play.



    Just as a M:tG player must adapt play to the cards in his hand, the player in Legends must to his currently available abilities.



    I think that adaptation thematically suited and unique so far as I know for ARPGs, so I'm quite interested in seeing how it works in practice.



    This isn't a difference in medium; it's a difference in genre. What you're asking is why do people accept randomness in a card game? Because that's the nature of a card game, whether that is digital or physical. Do people play Mt:G expecting action combat and mobs attacking?

    The nature of an ARPG is to have consistent skill sets based on a build of active and passive skill traits that emphasizes the power of that skill set. It's about consistency, optimization, and the ability to execute a role.

    When I play a Demon Hunter summon build in Diablo 3 I expect to be able to summon the pets and turrets I've built for that do the things that let me mow down enemies.

    People can explain this away all they want, but unless there is some measure of consistency in a build and skill execution I have a hard time seeing this gaining adoption with ARPG fans. Maybe that isn't their target audience but then who would it be if not them?



    This was exactly my point. And i will throw in one more aspect of it. Not knowing what the next "card" you will be getting seems crazy to me. So in the thick of battle, you need to basically take your eyes down to the skill bar and look at what skill you just got. Then identify it properly and use it correctly. If there is huge variance between what the skills do this could be problematic to juggle correctly. All in a genre that is built upon consistency and min-maxing certain aspects of a build to perform in progressively harder scenarios.

    Card games give you plenty of time to weigh the choices of your actions. ARPGs rarely do.
    [Deleted User]
  • KnightFalzKnightFalz Member EpicPosts: 4,522
    edited March 2021

    Ginaz said:

    Having cards in a deck as your combat system? Where have I seen that before? Oh yeah, Shroud of the Avatar. How did that work out?

    This still looks like a hard pass for me. Which is s shame because if you strip away all the p2w elements of Cryptic's games, they're actually pretty fun to play. This doesn't look fun but it'll still have all the p2w we've come to expect from Cryptic and Perfect World.



    This is an entirely different genre and the card system does not function similarly. Also, SotA had an abundance of issues totally unrelated to that system which are more likely to have impacted negatively on their success. As to p2w and what bother it would be it's hard to say exactly how bad it would be as their games vary in that regard. There will be plenty of spending opportunities no doubt, but how well one can do without is currently unknowable.

    Torval said:







    This looks so silly...why would i want skills that randomly come up? Thats not something that we can repeatedly rely on which is what character building in ARPG's is all about...





    Furthermore, the fact that they use a "deck" to do combat is just so incredibly lame. The cards have always just been a representation of the spells and creatures in magic. The creatures, planeswalkers, etc. never used cards themselves. It was just a way to represent actions as you play the game against an opponent.





    This game looks cheesy AF.






    Why do people want to play M:tG where their hand is randomly determined from the deck they have available?



    It's just a different way of doing much the same thing, but adapted due to the differences in medium and a shift from turn-based to concurrent play.



    Just as a M:tG player must adapt play to the cards in his hand, the player in Legends must to his currently available abilities.



    I think that adaptation thematically suited and unique so far as I know for ARPGs, so I'm quite interested in seeing how it works in practice.



    This isn't a difference in medium; it's a difference in genre. What you're asking is why do people accept randomness in a card game? Because that's the nature of a card game, whether that is digital or physical. Do people play Mt:G expecting action combat and mobs attacking?

    The nature of an ARPG is to have consistent skill sets based on a build of active and passive skill traits that emphasizes the power of that skill set. It's about consistency, optimization, and the ability to execute a role.

    When I play a Demon Hunter summon build in Diablo 3 I expect to be able to summon the pets and turrets I've built for that do the things that let me mow down enemies.

    People can explain this away all they want, but unless there is some measure of consistency in a build and skill execution I have a hard time seeing this gaining adoption with ARPG fans. Maybe that isn't their target audience but then who would it be if not them?



    I was thinking of the physical M:tG card game, but there are non-physical versions as well, so fair enough. People don't play M:tG for active combat, just as those playing Magic Legends won't be playing for turn-based card play. The nature of ARPGs has been as you describe. Nothing states that they must be so forever.

    People often complain of the lack of innovation, calling out for something new. Well, in terms of ARPGs this is something new. It may be rejected as you say, or it may not. But, we will never get anything at all different if we reject out of hand anything other than the same as what is.
    cheyane
  • nomadienomadie Member UncommonPosts: 172
    I got to try this out last year and I have to say it was not bad. Though, I was trying out an early version and I am sure a lot of changed. It changed probably 10 times during the months I got to try it out.
  • UntamedgunnerUntamedgunner Member UncommonPosts: 56
    First off I will start with I am a video game guy Not PC Not PS Not Xbox Not Switch I have them all love them all. Controller all the way! POE No Keyboard Mouse Magic Legends controller feels tight and plays smooth. I started playing at 1230 am (got early code from discord) Played till 830am. Mind you this is after 10 hour day of laying subflooring. It is awesome, the randomness of the cards works awesome. To those I AM A SERIOUS KNOW IT ALL, TECHNICALY THE CARD RANDOMNESS IN A CARD GAME MAKES THAT A CARD TRANSLATE TO VIDEOGAME NOT TO WORK IN VIDEO GAME NERD. It is a video game! NOT WATER ROCKET SCIENCE! Guys/Gals they use the cards as inspiration for the lore, world building and sweet looking moves. Technically speaking peeps YOU setup your load out so you know what powers and play style your aiming for. That is how you prepare for that insane mob, yes they may slide up in a random order, but Hello is that not all part of the fun the challenge? For day 1 beta it is jammed packed with content, runs smooth as butta, looks stunning and match ups are fast with no issues. Well on my end anyway. At the end of the day I always get a kick out of people jumping the hate wagon crapping on games they didn't even play. You the same people who cheesed us out Mass Effect Andromeda story DLC, who now on steam are part of the thousands raving what a master piece Andromeda is lol lol
  • ultimateduckultimateduck Member EpicPosts: 1,306
    The game plays smooth and looks pretty good. Combat mechanics are an interesting and fun if you like Magic, which I do. It's a neat graphical representation of how some of the cards play.
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