You know how with some games you can
tell if they are good or not from a mile away? Or
how you can sometimes play a game that is just about
perfect on the surface, but there is something wrong
with it deep down under it all? You can't point your
finger at it, but it's there. Dawn of Magic is the
exact opposite. At first glance it is a mediocre Diablo
clone that would only interest the die-hard action
RPG fans. But the more you play it, the more you realize
that the authors managed to strike the nail on the
head in terms of progression speed, game world character
and unique features.
Being trapped in the body
of a creepy looking baby is out of the question
It’s not often that a game has
a good story, let alone a really good one. Dawn of
Magic isn’t exactly a jewel in this department,
but it’s got that certain something that will
keep you going. From the moment the cinematic ends
(which is extremely well done, though it could use
a lower compression setting) you’ll be just
psyched about saving the world. Who will you be fighting?
Modo, an immortal being banned from the Absolute,
destined to live his life as a mortal an ultimately
perish. It comes as no surprise that Modo isn’t
too thrilled about this and just like for any other
ageless being with a fiery breath, being trapped in
the body of a creepy looking baby is out of the question.
What’s even worse, to prevent something similar
from happening again Modo is set to destroy earth
for good.
This is where you, a young student
of magical arts step into the picture. As required
for would be heroes your past is shrouded in a thick
fog (actually, the game doesn’t really go into
details about you). Surprisingly enough you do have
an alignment though. Even more surprisingly, you choose
your alignment when you create your character, your
choices being good, neutral and evil. Being a pawn
of good will take you through countless hordes, slaying
bosses left and right with the ultimate goal of defeating
Modo. Being a champion of evil will have you striving
for the exact opposite, although the path you will
take is fairly similar. Last but not least, being
neutral is Dawn of Magic’s way of saying that
you hate every powerful being in the world, making
them your prime target.
The Awkward scholar, the Stout
friar, the Weird gypsy and finally, the Baker’s
wife
Right now you are probably picturing
this muscular warrior as the lead hero, but you couldn’t
be more off if you tried. Your choices are (and I’m
not kidding here) limited to the Awkward scholar,
the Stout friar, the Weird gypsy and finally, the
Baker’s wife. Not exactly your standard repertoire,
don’t you agree? The scholar is your typical
would be Gandalf while the friar and the wife prefer
to use brute force to destroy the enemies. The gypsy
is kind of a mesh of all three, being proficient both
at spellcasting and sword swinging.
Your initial choice is fairly important,
but because of the game’s very robust skill/spell
system you aren’t limited to a single path once
you choose your hero. Each of the 4 “classes”
has its own unique starting statistics, but you can
mold them into any of the other classes with some
smart skill point spending during your adventures.
This approach has a negative side effect as the starting
choices don’t really make much of a difference
in the long run, but in the end it doesn’t really
matter.
That is because the game gives the
player a wide variety of magic schools to choose from.
Out of the twelve schools available you select 3 at
the start of the game, but again, that doesn’t
really matter for the long haul. With 8 (or is it
10, I’ve lost count) spells per school available
the amount of possible combinations is just staggering.
My personal favorite was a fire oriented mage who
was no stranger to axe swinging. To top it off, raising
the dead and summoning monsters was the ace in the
sleeve needed for those sticky situations where the
foes just won’t back off.
Scorpion tails, demon heads
and even more peculiar changes
Not counting the unique player classes
most of this stuff has been seen elsewhere already
(the recently released and reviewed Silverfall springs
to mind). This can’t be said for the game’s
morph feature though. While most RPGs struggle to
keep you interested in your characters progression,
giving you access to better looking weapons and armor,
Dawn of Magic takes it one notch higher. You still
get your fair share of great looking equipment, but
you also change yourself. And I’m not talking
about becoming more muscular or growing a beard. I’m
talking about scorpion tails, demon heads and even
more peculiar changes. Your deeds determine who you
are can be taken literally here. Relying heavily on
fire magic will make you grow a pair of nasty looking
spikes from your hands while casting light spells
isn’t something you should do if you hate angelic
looking things on your body. There are eight regions
of your body that can morph and each of the morphed
parts of your body brings forth some nice stat bonuses.
The great thing here is that if you change your play
style the changes get replaced with newer ones, mimicking
your new style of playing.
The authors did a fair job at designing
the interface. I was a bit lost at first, as a lot
of the design choices didn’t make much sense
to me. I grew used to most of it in a short while,
so they aren’t that bad in the grand scheme
of things. The journal/ spellbook/ morph tracker/
tattoo tracker/ skill tracker isn’t the most
intuitive piece of code I’ve come across, but
it does a good job of notifying you of changes by
flashing the appropriate icons until you acknowledge
the change (by raising the skill for example).
The camera isn’t perfect either.
Because of the game’s nature you’ll be
constantly adjusting it, which isn’t ideal,
especially considering that you’ll be spending
most of the time fighting. The angle (regardless of
what you set it to) of the camera also makes melee
attacks (which are achieved by clicking on your foe)
hard to perform, as you’ll be constantly clicking
on the ground next to them. This will in turn make
you move, dragging the camera along, which makes things
even worse. Ranged attacks don’t suffer from
this, as no camera movement occurs if you miss your
opponent.
The place isn’t a ghost
town either
Dawn of Magic is a treat for the senses.
It’s not the graphically most advanced game
of this year, but it does have huge environments that
are just filled with NPCs and foes. I pride myself
with never getting lost in games, but in DoM I wasn’t
able to get my bearings quite a few times. It wasn’t
the game’s fault either, as the handy on screen
map provided all the necessary info (well, finding
certain NPCs could have been handled better). It was
just the scope of things. One of the cities you’ll
enter early on in the game is easily the biggest human
settlement I have seen in a game (well, not counting
SimCity and the like). Running from one end to the
other takes minutes. To top it off, the place isn’t
a ghost town either. Merchants are all over the place,
as are kind citizens who are always up for a quick
chat.
The rest of the game’s locales
aren’t much different either. Well, they are
in terms of geography and looks. Deserts, jungles,
underwater realms and hell are just some of the places
you’ll visit. They all look great thanks to
some very nice textures and some great atmospheric
effects (weather, wisps, etc.). Spell effects are
nicely done as well. Character models don’t
look bad either, but I did miss facial animations
(although to be fair, the camera is usually so far
you can barely make out people’s features anyway).
Overall the graphics are decent, which in itself doesn’t
say much, but considering the great performance I
experienced goes a long way, especially nowadays when
optimization is a thing of the past. On the sound
front things aren’t bad either. Voiceovers are
so bad they are actually good and there are some very
funny moments along the path that parody fantasy in
general, as well as certain fantasy epics. The music
is forgettable, but it does help you get in the mood
for killing goblins and other fantasy fauna.
 |
Conclusion
I may be a bit biased here, being
a hardcore RPG player, but good action RPGs aren’t
the most common breed of game. Even the few good examples
of this genre are usually just generic Diablo clones
that don’t even make an effort at being original.
Dawn of Magic isn’t like that. Sure, it has
a load of shortcomings, such as the lousy camera,
confused interface and bad sound acting. But it also
has that certain something that will keep you coming
back for more. Personally, not even Diablo managed
to keep me hooked for so long!
A full "Morph"
Process
| Gameplay
|
8/10 |
It’s
fantasy and it’s full of action. Morphing
your hero is one of the best features of the
year! |
| Graphics
|
7/10 |
The game
feels alive thanks to a plethora of environments
and weather effects. Countless living beings
everywhere help as well. |
| Sound
|
5/10 |
Terrible
voice acting that will make you laugh and cry
at the same time. The music will leave you cold
though. |
| Value
|
7/10 |
You’ll
grow tired of slaying fantasy creatures long
before the game ends. |
| Preference
|
7/10 |
It’s
Diablo all over again. Hardcore RPG fans beware,
this isn’t the game for you! |
| Overall
(not
an average) |
7.5/10 |
“Just
another 10 minutes to see what my head morphs
into” – 3 hours later: “Ooooh,
look at my shiny new tail. I wonder if I casting
this spell all the time will change my arms
into something of matching color” |