Master of Magic Review: mystery and magic in the remake of a classic

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Master of Magic Review

Master of Magic is the remake of the classic that helped make the fortune of 4x strategists: how is this reissue doing?

For anyone who started their gaming career in the mid-1990s, Master of Magic might evoke more than a few memories. Published in 1994 by MicroProse and developed by Simtex, it immediately earned a place in the hearts of strategy lovers, essentially being a fantasy transposition of an absolute masterpiece: Master of Orion. Unlike the latter, it did not achieve the same success with the public, perhaps overshadowed by the progenitor of the XCOM franchise, released the same year.

The original title was not followed by other iterations, thanks to the economic difficulties of the software house first and then the publisher. Now, thanks to the editor Slitherine, Master of Magic returns with a remake which, in addition to completely renovating the graphics, adds various updates related to the so-called community patches. Our Master of Magic test in October left us with good impressions, which fortunately confirmed themselves in the full version.

All unchanged, or almost

The remake by the Polish studio MuHa Games wants to be as faithful a re-proposition of a title that actually laid the foundations of the 4X genre. We feel we can say with absolute tranquility that the intent has been achieved, on several levels. Even those who have never had the chance to play it will be able to have an experience very similar to that foaled nearly 30 years ago by Steve Barcia.

Master of MagicMaster of MagicMaster of Magic

The roster of mages and races selectable at the start of each game has remained the same. We will be able to choose to impersonate one of 14 sorcerers needless to say specialized in one or more categories of spells, the so-called realms: life, nature, witchcraft, chaos and death. The more books of a realm the character has, the easier it will be for him to cast spells of that type. Fortunately, it also returns the customization of our avataran option absent in the October Beta, and on which we had many hopes: if none of the default protagonists meet our preferences, we will be able create one from scratch, choosing its name and above all building its specialization. Each spellcaster will be able to control one of the 14 available races, with the only constraint being the plane of the starting reality. An enchanter from Myrror he will not be able to choose an Arcanus race, and vice versa. Even with these limitations, however, the level of replay ability is very high: between the numerous game customization options and procedurally created maps, anyone who wants to try their hand at becoming the most powerful sorcerer has a long journey ahead of them. Longer than we remembered, actually.

A step at a time

If our proof it was limited to exactly 100 game turns, we now had the ability to explore entire games, from start to finish. To become the true master of magic, the player has two choices: research and cast Spell of masterywhich will instantly decree the victory of the sorcerer in question, or militarily defeat any other faction present on both planes of reality. The long spell research times are accompanied by rather low movement ranges of our troops, at least on standard difficulty. If we also count the initial disparity in levels between our armies and the enemies they inhabit explorable dungeons matches will in no way struggle to reach several hundred rounds.

Master of MagicMaster of Magic

Obviously it is possible to modify many of the factors that affect the mana available, or the initial levels of the units, to name a few. Having said that, the matches will have a rather long duration, and before having explored the map, and met all the wizards present, hours and hours will pass. If nothing else, this will give us the opportunity to have a solid foundation once the first inevitable clashes begin, making us completely immerse in a world full of history and mysteries.

In fact, the general storytelling also struck us positively, which will not fail to accompany almost every one of our interactions: characters, heroes and dungeons are accompanied by descriptions that are never verbose but effective. To this interesting worldbuilding unfortunately the incredible diplomatic freedom did not follow featured in the classic Master of Magic.

The pen and the sword

In the October preview we had expressed some criticisms regarding the diplomatic system of this remake. Unfortunately we have to confirm that interaction with other wizards is all too basic and certainly represents the least thorough part of this makeover. In fact, when we meet another sorcerer we will only have the possibility of establishing a research and trade alliance or pact. This simplification perhaps represents the only drawback of an otherwise very valid product, which is deprived of that strategic depth present in the original instead.

It will also not be possible take advantage of each character’s moral alignment, a leverage often used to try to break existing alliances or cause proxy wars. Indeed, we have not understood the point of retaining the character traits of the various magicians at this point: on the other hand they have been literally emptied of practical meaning or usefulness, not being real modifiers of the diplomatic balance. Overall, in short, the game system forces an aggressive style, in which to advance it will necessarily be necessary to fight numerous battles.

An aspect that seemed to us to be underlined since the addition of automatic battle resolution: very useful for speeding up the game in its final stages, when we will command well-equipped heroes and experienced troops. The fights in essence do not differ from the original ones. With the same action points we can do both move our troops than attack the enemy contingents and it will therefore be necessary to carefully calculate our every move on the grid of hexagons that divides the terrain.

As in the original, it is the monsters that inhabit the map, together with the summonable ones and the recruitable heroes, a give diversity to battles. Having said that, apart from the aesthetic front, there are no differences in terms of classes or statistics between the races. On the other hand, however, the heroes can be improved with a wide variety of weapons and armor and, while representing the most powerful units, can be deleted and therefore it will be necessary to take great care of it.

Manage the kingdom

Resized diplomacy is accompanied by a management phase which, at the same time, resumes and improves an already excellent system. Like most 4X games, the goal is to gather resources, build and develop your military and trading might. Exploring the territory, we will decide where to found or conquer other villages to expand and exploit the goods on the map. We will also have to optimize the buildings in each city to increase our reserves of gold, food, and mana, which are essential elements for the sustenance of our armies.

One of the hallmarks of Master of Magic is the replacement of technological research with that of spells, for the benefit of city planning: since they don’t have to be unlocked, all the buildings available in the game are immediately visible, together with the requirements needed to build them. In this way, since its foundation, it will be very simple plan the expansion of each settlement immediately directing the construction queue towards structures dedicated to one or more resources.

Overall, the development team has done a great job in reorganizing an interface that clearly no longer reflects today’s standards: information, such as the list of cities, the equipment in our possession and the management panel of our power magical, through which to modify the resources allocated to research and casting ability, are easily accessible and at the same time complete with insights necessary to explain the important concepts.

We liked the call to the city view, with which you can switch from a classic list to an overview, with interactive illustrations for each building highlighting its bonuses. We also mention the addition of the construction queue for buildings and units, previously absent, or the survey mode, which allows you to scan the map and have a report of each hexagonal tile to discover any resources to exploit. It’s not about shocking features, mind you, but we’re certainly talking about pleasant details.

Store experience

Reimagining Master of Magic on a visual level must not have been a simple task, especially considering how much of the classic it was decided to keep in the mechanics. Yet the graphic restoration carried out by the development team seemed to us sufficiently focused. This remake doesn’t try to wow the player with a great visual presentation, but focuses on staying true to the original experience even almost three decades later. Through a deliberately retro style in the layout of the interfaces, and thanks to the richness of the numerous illustrations accompanying the cities, characters and units, we can say that the feeling of the ’94 game has been correctly captured and returned in a modern form.

While not making a miracle cry, Master of Magic among other things presents a fair variety of environments. Accomplices too the captivating music, the real prize lies in exploring a map full of secrets, and immersing yourself in a world that now, like almost 30 years ago, manages to completely enrapture the player. If we add to this the wide range of spells at our disposal each characterized by unique graphic effects and animations, the reasons why we are talking about an experience capable of captivating are even more evident.

 

Master of Magic
Master of Magic

PC Analyzed Version Master of Magic:

A remake of the 1994 strategy classic, brings back to life a perhaps unjustly forgotten title, but responsible as much as colleagues with the most high-sounding names for having contributed to the success of the 4X genre. The work of the development team seeks and obtains fidelity to the original material but also presents unexpected simplifications. In any case, longtime enthusiasts would do well to prepare themselves for a long, very long journey to become sorcerer supreme, but this time in a mostly effectively modernized experience.

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Brian Adam
Professional Blogger, V logger, traveler and explorer of new horizons.