Magic
Legends was an ARPG by the well known MMORPG developer Cryptic Studios
(Neverwinter, Star Trek Online, City of Heroes). The game tried to utilize the
famous Magic the Gathering IP into an RPG Setting. Financially however the game
seemed to have failed, since Magic Legends never left the Open Beta Stage and
Server Closure was announced after only around 3 Months (Release: 23.3.2021;
Cancel Decision: 29.6.2021; Server Shutdown: 31.10.2021). There was also a
console version in the planning, but those plans never got realized.
One of the
biggest mistakes was advertising the game as a MMORPG (which the devs initially
did). I was actually pretty hyped by that announcement and expected something
like a new Neverwinter in the Magic the Gathering universe, which would have
been pretty cool. The game was however never intended to be something like this
(Third Person RPG). Magic Legends was always planned as an ARPG in the Style of
games like Diablo or Baldurs Gate. I was really disappointed by that customer
deception and ignored the game therefore for a long time. An ARPG could still
theoretically have an MMO core, but Magic Legends was limited to 3 Players in
Dungeons or World Levels, which was everything but Massive Multiplayer. A lot
more players could appear in the HUB areas, but that isn't enough to classify
Magic Legends as an MMORPG (the MMO tag was probably attached to the game due
to the always online requirement of the servers).
The gameplay
of Magic Legends was indeed for the most part pretty similar to other Action
RPGs. You play your planeswalker in an isometric perspective and will mostly
engage in a hack'n slay playstyle. The special elements of Magic Legends
however are the strong focus on Magic Spells and its Card System. Players have
to choose one of five classes at the beginning of the game, which symbolize a Mana
sort (manner of magic). There are white (plains; Angels and white energy
focus), black (swamp; Necromancy focus), red (mountains; Fire focus), blue
(island; Aqua focus) and green (forest; Nature focus).
Abilities in
Magic Legends are represented by cards and players have to collect them in
decks, that they can use in combat. Players can only use one of 4 cards, that
are randomly chosen for them. Once they use one of their abilities, it is being
replaced by another card from the deck. I personally found this to be a pretty
cool feature, but a lot of veteran players disliked it, because it was making
it very difficult to use combinations and often resulted in just spamming what
ever cards where next chosen (a valid point of criticism).
Players
would start with only cards from their chosen Mana class, but could later on
also collect cards from all other Mana sorts. The whole world of Magic Legends
was divided into 5 different areas, which all represented one of these 5 Mana
sorts. Throughout the story players would progress through all of the regions unlocking
new potential abilities for their decks. I do like this idea of separating the
world into different Mana regions, but have to agree with the critics that this
could have been way better handled than Magic Legends did. The environments
partly reflected their representative Mana sort (like lava or jungle elements
in the background), but often also looked rather generic. This was definitely
some wasted potential to utilize the Magic IP more efficiently.
The story
was also another disappointment. For a game with strong online component, the
story was rather short, but still felt pretty stretched. What was actually
happening wasn't much in the scale of a RPG, but it got way too much extended
by notorious fetch quests that didn't add anything except waste time. With a
better pacing the whole game could have probably been beaten in around 20
hours. The quality of the writing was therefore also not the best. Voice Acting
was unfortunately pretty underwhelming either, which is pretty surprising.
Magic Veterans further told me, that they felt, that important Magic the Gathering
characters made an appearance in this game, but weren't well written and didn't
match their backgrounds from the card game. I did see some potential, but
overall story and quests were generic and lackluster.
Apart from
the Story players could theoretically also engage in PVP via Arena Duels
between players, but those weren't very popular and the focus of Magic Legends
was certainly on the PVE area.
Other big
problems of the game were grinding and Over-Monetization. Some cards could only
be unlocked and improved via the ingame shop (levelling up the card, which
makes it better). Players could either grind special missions, which however
where limited to a small amount per day, or pay with real money to get them
faster. Dungeons were also limited to 2 or 3 runs per day, which for most
players felt way too restrictive. The game actively encouraged players to grind
old missions, but at the same time restricted players from doing so. Many found
this to be pretty off-putting.
The
Cash-Shop on the other hand was very extensive. There were many XP-Boosters and
Spells sold there, plus cosmetic items and even a Battle Pass. Some of these
were also hidden behind lootboxes (who doesn't love those...?). There was for
example a hidden sixth class of the Dimir Assassin, which was hidden behind
these lootboxes. Alternatively players could also grind for months or pay triple
digits to unlock the class directly in the shop (later on the Dimir Assassin
was moved to the BP, but the problems of the cash shop persisted). This was
certainly an awful system, that especially in a game with an Open Beta status
felt to many players like a big middle finger from the devs (I didn't even
mention that you could also buy character renaming options and additional deck
slots for money as well). At least you can give the devs a bit of credit for
giving all players a full refund, who invested money into the game. This also
shows you how bad the situation must have been, if they were ready to write off
all kind of profits and the development of the game was certainly not cheap.
Unfortunately
we're still not done with the many flaws of Magic Legends. Movement on Keyboard
didn't feel very precise, since the game seemed to only be using 8 directions
to walk. With a gamepad movement felt much better and that is probably what
they had in mind while developing the game. A bit more irritating was the overusage
of effects. In a lot of battles the effects were so overwhelming that it gotten
difficult to identify, what was actually happening on screen. The developers
should have definitely optimized the effects better, so that players could
clearly point out, which attacks or movements caused which reaction. A minor
inconvenience was the exclusivity to the Epic Games store, which probably kept
many players from experiencing or even hearing about the game (A future Steam
and Console release could have really given the game a second chance for life).
The two
other massive problems of the game were Glitches and Performance. Performance
has been improved with patches (it supposedly was really awful and unoptimized
at the release), but was still far from good. Lags and performance problems out
of nowhere (and admittedly also when there are too many effects on screen) were
still common occurrences till the very end. Releasing a game in an unoptimized
state seems to become more and more normal, but I still find it irritating. Magic
Legends also had automatic downloads during all loading screens on, which was
atrocious. This could be deactivated in the options through downloading the
entire client. It is however deeply annoying, that this wasn't done per
default.
Glitches are
what negatively influenced my experience the most. The devs really tried to fix
most of them, but I still experienced game breaking glitches in the last days of
the game. I encountered glitches were enemies simply became invincible, making
it impossible to progress and other glitches were quest relevant NPCs never
appeared, making them impossible to complete too. I also sometimes encountered
enemies, which didn't put up a fight and just stood there taking hits without
any reaction. The last one may only be annoying and immersive breaking, but the
former ones really ruined my experience. I was really trying to enjoy the game
and I still see a lot of good Magic Legends, but something like this is ultra
off-putting, especially if it occurs multiple times. Visuals Glitches, which
the game also obviously had plenty off, were only minor irritations in
comparison.
Pro:
+ Card
System for Abilities
+ Deck
building throughout the game
+ One Region
for each Mana sort
+ Simple,
but effective gameplay
+ Complete
refund for all players
Contra:
- Story was
stretched and Quests are rather dull
(- Some Bad
Voice Acting)
(- Mana
Sorts could have been better utilized in the different regions)
- Incentive
to Grind, but daily Grind Restrictions
- Invasive
and extensive Cash-Shop
- Overusage
of visual Effects (Chaotic)
-
Unoptimized performance (lags and framedrops)
- Too many
game breaking Glitches
Result:
For me Magic
Legends was a disappointment from the start, since I expected an MMORPG, like
it was advertised. Nonetheless, Magic Legends still had a lot of potential as
an ARPG and I really like the card system for abilities and the whole deck
building aspect. A dull story, grindy experience, bad performance, annoying
cash shop and game breaking glitches however are very hard to overlook. I still
found enjoyment in Magic Legends, but the game was unfortunately not more than
mediocre. The flaws are many, but I still believe the positive impressions of
the game felt slightly more impactful than its many problems. I am still a bit
sad about its demise, but Magic Legends was overall certainly a disappointment
for the developers and most players alike.
5.5/10