Our Whimsical God, Part Three
I was shocked to see Gamespot’s 9.2 review of the game, though it seems like they’re just handing that shit out these days. The reality, however, is that if the smoking hot Greg Kasavin played it with some guys from the office, earning levels and abilities, eventually culminating in some kind of epic player versus player matchup, the score just isn’t that surprising. Once you get off the bunny hill and mount the shuddering chairlift to Death Mountain, you start to understand what they’re getting at.
Combat is extremely fast-paced in Guild Wars. A ten second buff lasts an eternity. Things go to hell quickly. They can be redeemed just as fast. So if you’ve heard the words MMO and Guild Wars together, it creates a kind of mental template which you imagine will define certain elements of the experience, and then a warrior caves in your skull with a maul. The immediacy of it is intense and strangely addictive. I’m curious to see how long I will maintain this level of enthusiasm. My guess is shortly after the banners come down.
Perspiration became evident on my brow when I read that Mage Knight would finally arrive in digital form. Of course, because my madness refracts real events, I had supposed the game in question would leverage the simple, elegant combat system utilized by all Wizkids’ click-base games - perhaps ultimately clearing a path for other click franchises to end up in simulations of their own. That’s actually not what this is. It’s some kind of action RPG thing, and it’s being developed by the company that made Iron Phoenix, which means that it has about the same chance of being a good game as the disc its printed on spinning its own cocoon and emerging a butterfly.
it’s not like i owe him money'}