Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
By me. Uses Adaptive Images by Matt Wilcox.
Magicka is great. You’re a wizard who casts spells by summoning any combination of eight different magical elements into your staff, then releasing them either as a quick blast, a charged shot, an area of effect around you, an enchantment for your weapon, or directly onto yourself. Accordingly, there’s a crazy level of player freedom, very few limits to your power, and a great, great many ways to instantly kill yourself by applying the wrong powers to the wrong thing.
Because you need to combine those eight elements so frequently, they’re on the WASD keys where movement controls would normally be. More specifically, they’re assigned like this:
Remembering what’s what is crucial and takes some time to pick up. So I can’t help thinking that, for the English version of the game at least, it might have made more sense to assign them like this:
Q and D aren’t perfect, but there’s enough consonance to make the association memorable, I think. You can reassign all of these manually, but because the game still displays them in the old order on-screen at all times, you’d have to relearn it while trying to ignore ever-present misinformation of their relative positions, so it isn’t worth it.
The fun thing about Magicka is, ironically, that there’s no concept of magicka or mana in it – however mighty a spell you cook up, you can cast it as quickly and as often as you can press the right buttons. It changes the concept of magic from what it is in most RPGs – fantasy guns, with fantasy ammo. Here it’s just palette of abilities, with curious but reliable rules about how they interact and combine. It feels like what magic should be.
I mentioned there’s lots of ways to kill yourself – using lightning when you’re wet, firing an arcane beam at a shield, forgetting to heal before you use fire to dry yourself. In multiplayer, they’re increased exponentially. Even trying to heal one of your friends when they’re using the wrong spell can cause them to explode. There’s merciless friendly fire, so area of effect stuff frequently shreds everyone on your team, boulders smash them out of the level, and lightning leaps from enemies to friends indifferently.
But the good stuff also gets more interesting: the most satisfying spells involve the Arcane element, which gives the attack the form of a beam that ultimately explodes whatever it kills. In co-op, you can intentionally cross these beams so that they combine into a more powerful one, shooting off in a direction that’s democratically controlled by where each of you are trying to point it. It’s like a weaponised version of moving your hands on a Ouija board. Again: magic like it ought to be.
The bit I most enjoy about playing a new game is after I’ve discovered enough possibilities to be excited, but before I’ve discovered them all. Magicka seems to exist entirely in that period – you grasp what’s cool about it in seconds, but days later I’m still not sure of the best way to execute my most common attack.
Right now I summon water, summon fire to turn it to steam, combine steam with arcane to turn it into a burning beam, then electrify that beam so that as the superheated steam soaks my target, the lightning does double damage as it electrocutes them.
But now I hear you can summon a rock, douse it in water, and use that as a super-soaker to get all your enemies wet. And once they are, an arcane beam that’s imbued with both lightning and cold does even more damage – freezing a wet target triples the damage it takes while electrocution also doubles it, and has the added bonus of slowing them to a crawl.
This is giving me new ideas for my defense spells: right now I use an area-effect shield to create a bubble around myself, then stand at the edge of it and mix water and shields to create an arc of rainclouds just outside the bubble. Once the enemies are wet, I mix lightning and shields to create stormclouds that electrocute them all. But perhaps I could be creating a frost arc with that same method, hurting them more and slowing the rate they break down my shield?
Everything you can concoct in Magicka can be cast in five different ways – a quick blast, a charged blast, an area effect around you, directly onto yourself (often a bad idea), or into your weapon, making its next hit deliver the magical damage the spell normally would. Casting a shield on your sword causes it to shoot out a long barrier, dividing groups of enemies in two. It’s that mix of logic and nonsense that makes experimenting with this system exciting.
Unfortunately, right now, getting it working is as dark and erratic an art as playing it. Hilariously, some machines crash whenever beams are crossed in multiplayer. Others behave as if they have an ancient videocard, multiplayer is hard to get into. The single player is also hurt by some really stupid use of checkpoints over proper savegames. But it is only £8, and the devs are keeping to their promise of daily patches.