Oculus premiered a few dozen games forward of GDC this 12 months, and one which stood out to me was Mage’s Tale for its distinct artwork style and keenness in utilizing VR to satisfy childhood fantasies of changing into a spell-casting magician. Mage’s Story is an motion RPG dungeon crawler the place you seek for dozens of various potion elements to create over 100 completely different spells, after which battle enemies with variations of your fireplace, ice, wind, and lightning spells.
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I talked with the lead designer David Rogers about a few of the core gameplay mechanics driving Mage’s Story, how they encourage exploration by hiding secrets and techniques off of the crucial path, in addition to the tradeoffs between the alternatives it’s important to make whereas progressing your character.
Mage’s Story was launched on June 20th, 2017 as an Oculus unique, however will likely be ultimately launched on different platforms as properly.
Road to VR’s Mage’s Tale review concludes:
‘The Mage’s Story’ delivers precisely what you’d anticipate from a basic dungeon crawler, promising actual moments of magic and exploration whereas not difficult the components an excessive amount of. Creating and casting magical spells in VR is an superior experience that I didn’t ever get uninterested in, but when a sequel is within the works, finer character animation and extra locomotion choices must be on the docket to show up the immersion issue. Because it stands, NPCs look ripped from the PS2-era, and anybody searching for smooth-turning or ahead motion will likely be sorely disenchanted.
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