LOST MAGIC
Some games are absolutely and irredeemably awful from concept to creation to programming to release. There is absolutely nothing to be done for them. Take, for example, the recent ‘Little Britain’ game. Let’s face it, no game based on a sketch show has a hope in hell of surviving, and the format- a bunch of min-games based on sketches from that show- was never going to produce anything better than something mediocre, despite the connection with Tom Baker. As it is, even for games of that style, Little Britain is apparently entirely hopeless as a product. You can have big debates about what the ‘worst game ever’ is, but whenever something like that happens you have a contender.
Horrible piece of crass commercialism as such a product is, you kinda grow to live with it. From lazy film tie-ins to endless clones and rip-offs, gaming is a commercial business ans if there is money you be made on something that has brand name appeal, it will get done. Woe to the poor people that buy such stuff, but a fair few of them won’t be serious gamers anyway; may even enjoy such things, and there’s no point getting too angry about the way things are. The same things happen in all areas of media- films, tv, music…
What annoys me FAR more than such games is when people make an effort to build a proper game and MAKE AN ARSE OF IT. It is almost endlessly frustrating, imagining the various efforts they made, all the little things about building a consistent game experience, bug checking and so forth, that they must have done… only to churn out something so godawfully useless.
And so we come to Lost Magic, an RP for the DS. The DS is a very good platform for computer RPs and although it has not been anaemic on them, the genre has not been exploited on it anywhere near as much as it could be or, perhaps, deserves to be. Lost Magic is a third party attempt to build an entirely original RP for the DS. Good idea! Furthermore, it attempts to make specific and good use of both the duel screen AND the touch screen. Great! Too many games are lazy with this. Ok, if you use the upper screen to show a map or status info, that’s ok, I guess, but it’s not quite getting into the full swing of it. And using the stylus just to select options is lazy too. Once more, it is not as if games HAVE to make use of such things on the DS to be any good (example- Castlevania’s best bits had nothing to do with either factor), but it’s good to see games like Advance Wars, Starfox and Metroid trying their hardest here. And so Lost Magic tried too.
Let’s get the basics out the way. Lost Magic is a fairly typical RP idea- bad guy threatens world, you play guy, guy gets more powerful by killing monsters, uses more power to kill more powerful monsters until he is powerful enough to kill the big boss. There’s a storyline about your father and guardians of the elements and what-not, and some good/evil plot branching at the end… but you’ve heard it all before.
More specifically, you are a wizard. All your power is focussed through the use of spells. All the combats are fought in real time, like an RTS, and you yourself are very vulnerable so you have available an array of creatures that you have captured and trained up over time; you can pick which ones will accompany you on each battle. The battles themselves generally involve using your magic and your creatures to wipe out the opposition.
The spell system is where they have put in the effort, because you cast each spell by drawing out the relevant rune on the touch screen. Runes can be chained for certain combos- combine Fire and Wind to create a cloud of fire, for example. Or Fire and Fire to get… maxi fire! And so on.
Now, I am not saying this should have been the best game ever. It’s a neat concept but not a brilliant one. Drawing runes under pressure in a real time environment is nowhere near as fun as it sounds, and rather frustrating. The game is not even remotely balanced, and some spells are just useless compared to others which are greatly over-powered. The graphics are no great shakes either. Actually I was playing this in my early DS days and forgave that. It’s only since I have played the GBA version of Zelda and concluded it has better graphics than Lost Magic, a generation later, that I have appreciated how lazy they were on the visuals in Lost Magic as well. Meanwhile, the story is pretty much coma-inducing and told through the dullest of flat-panel cutscenes. The music is… well, ok ish.
All of this should have added up to a ‘nice try, guys’ 6/10, and when finished put to the bottom of my game pile for… ever. But no. Indeed it does languish at the bottom, but I never finished the game because it is god-awful. They absolutely sabotaged this game. It’s as if a secret team of game-killing ninjas snuck into the design suite and buggered up the game as part of a personal vendetta against me in order to cause my blood pressure to terminal levels, or perhaps induce me to destroy my DS in a fit of pique.
How did they contrive to piss all over this game’s chances of being above average? It’s all about the battle sequences. They are already underwhelming visually and aggravating to draw under pressure with, but they have combined that with the worst real-time design I have seen… err, actually almost ever. Dune II has better programming and execution for real time than this game has, not to mention every single RTS game that followed it.
First of all, it is almost impossible to select anything at all. You would think the DS stylus would be good for dragging a box around the units you want, acting like a mouse. Indeed, this would be a good idea, and so they decided to do something entirely inane instead. You drag a circle, which widens out from all directions from the central point where you first put the stylus down. This means that if you want to choose HALF a group of bunched up units, you have to place your stylus… err… nowhere near them, and then drag the circle in… a random direction, until enough of it covers, with any luck, the exact units you wanted… also covering a load of useless area, which if it contains any other units you want will select them as well… and in fact the collision detection on the circle is so rubbish it just tends to select nearly everything on the screen anyway. As it is absolutely essential to continuously move your creatures and NOT you- because else you move to the front and you are so very vulnerable that normally means instant death and having to re-start- this basically means every time you move you accidentally pick up a ton of units you don’t need, and have to spend the next minute trying to separate everything out again, hoping you don’t die in the meantime whilst trying to draw more of those dumbass spell runes…
… and then, because they decided this was not quite irritating enough, they decided to hammer another nail into my psyche with their particularly innovative approach to pathfinding- vis a vis the approach the AI takes to moving around objects in their way. Many games have had some issues with this. The origins Dune II could not find a way around a base if you told a unit to go from one side to another. The original Warcraft had problems with terrain, whilst Command and Conquer went a bit funny when moving between different levels of elevation. Trying to get Goliaths and Dragoons up stairs in Starcraft was a particularly trying experience. It’s a difficult area to programme correctly, evidently, and so perhaps a new approach is indeed needed. The creators of this gamer took the approach of… why bother?
Because indeed yes, this game has NO pathfinding, Absolutely none at all. If your units comes across an obstacle in their way… they just stop moving. They make no attempt to go around it. This is actually an approach behind, technologically speaking, games created fifteen years ago. If a small rock is in the way of your guys, you actually have to manually guide them around it. Whilst under fire. And trying to co-ordinate all your other units as well. And trying to draw in bloody spells. And not being able to select the correct units in the first place because of the moronic group-select system.
Frankly, they have actually managed to make large sections of the game actively unplayable. There are maps that are almost impossibly difficult not because of the bad guys, or because of sophisticated tactics required. No, it is because they are so littered with obstacles it is actively impossible to move anyone anywhere- and oh yes! They tend to combine all this with a freaking TIME LIMIT on the more awkward levels! Holy crap. They could not have been more hostile if they tried.
This game is in the toilet. It’s an absolute travesty; one of the few games I have purchased and not finished; purchased and entirely regretted the purchase. It was a cancer in my brain whilst I was playing it and I am proud and happy to never go near the damn thing again. What a waste.
Cardinal Sins: Unskippable cutscenes (in places). Broken selection mechanic. Missing pathfinding AI.
Rating: 3/10
Comments: How to turn a reasonable stylus-using RP in a pile of utter shiteness by horrendous approach to gameplay. Please make it go away. Else I will kill someone.