Mage Knight Apocalypse - All News
Tuesday - November 21, 2006
Mage Knight Apocalypse - Review @ Fragland
Another poor result for Mage Knight: Apocalypse in Fragland's review, which scores Namco's game at 49%:
That your comrades have hardly any AI and therefore die pretty quickly can in the beginning be seen as irritating maybe, until you realise that dying doesn't mean anything. All units respawn at the last checkpoint while the defeated monsters are still rotting away. Getting through a level is nothing more than rushing to the other side until you die. And again, and again... The only thing you really lose are active spells on your avatar.
Sunday - November 19, 2006
Mage Knight Apocalypse - Review @ GamerDad
This is one of those divisive games that some will love and others will hate—both sides with justification. Once you hit your stride there are long stretches of nice battles and interesting areas, but nothing stands out compared to other games in the genre. Take any fantasy themed game and add some high-tech weapons to the dwarf's arsenal, and there's Mage Knight: Apocalypse. Because it is loosely linked to the Mage Knight universe, there is a special appeal to fans of those games. But the look, feel and gameplay suggest more of a budget release from a fledgling developer than a major release from a big-name publisher.
GamerDad also has a review for the 'other' recently released Mage Knight title, the strategy game 'Destiny's Soldier' for the Nintedo DS here
Friday - November 10, 2006
Mage Knight Apocalypse - Reviews @ Gameplay Monthly, GameShark
A mediocre 'C-' is the score for Mage Knight: Apocalypse in Gameplay Monthly's review:
With all the complaints, Mage Knight Apocalypse is actually not a bad game. The game runs smoothly on most computers given that you may need to scale down the graphics and effects if you have older video cards. Gaining new skills and levels by repeatedly using the same skill over and over again makes this already 3D ARPG even more similar to Dungeon Siege. Unfortunately though, MKA wasn't able to surpass other ARPG titles with things that could have easily been fixed.
...Meanwhile, GameShark scored 'B-' and is more forgiving:
I really don’t want to rag on MK: Apocalypse completely however, because the length is quite satisfactory, the inclusion of co-op play is a very good bonus, and I just found this to be a really fun RPG romp all around – which, ultimately, is the most important thing. Graphically the game also puts forth a very aesthetically-pleasing presentation (this also ties into the cutscenes), and if it wasn’t for the stability problems (as well as sometimes very-inconsistent framerates) I’d be all the more happy with it. I’ll heartily recommend Mage Knight: Apocalypse to any RPG fan who wants something just a little different out of their hack-n-slash experience – or just wants to play a bad-ass Dwarf who sweeps the landscape clean with miniguns and incendiary grenades – but before picking it up, make sure you have a fairly beefy system, and also check to see if any new patches have been released to curtail some of the major design flaws - this should then ensure you can extract maximum enjoyment.
Wednesday - November 08, 2006
Mage Knight Apocalypse - 1.02 Retail patch released
Tuesday - November 07, 2006
Mage Knight Apocalypse - Review @ Gamespy
Gamespy has posted an abysmal review of Mage Knight: Apocalypse. Scoring it 1.5/5.00 stars, the reviewer had this to say in summation:
The final nail in Mage Knight's coffin is the camera system. It's the most bizarre use of a third-person camera of any game in recent memory. The problem is that it doesn't automatically stay behind you. In order to spin the camera on its axis, you need to hold down the space bar while moving the mouse, which doesn't make a lick of sense. Why not just slap the camera behind the character and allow it to auto pan and follow you? It's good that you can use the WASD keys to move -- it's very comfortable to move this way -- but the whole spacebar thing is just downright bizarre and totally unnecessary.
Namco really wanted to make a big splash in the PC gaming market after acquiring the licenses for both Mage Knight and Warhammer. Now that Mage Knight: Apocalypse has arrived, and seeing how it turned out, it's clear that this couldn't have been the kind of splash Namco had in mind.
Thursday - November 02, 2006
Mage Knight Apocalypse - v1.02 D2D Patch @ Worthplaying
Worthplaying let us know they have a v1.02 patch for the D2D version of Mage Knight: Apocalypse. They write "The v1.02 patch, currently only for the downloadable edition, adds camera chase mode, hotkeys for camera control, but most tweaks and balances units and skills."
Wednesday - November 01, 2006
Mage Knight Apocalypse - Review @ Pro-G
Mage Knight: Apocalypse has been reviewed at Pro-G, resulting in a score of 5/10:
The biggest fault, however, is the risk-and-reward system in place - in that there isn't one. The premise is - for whatever reason - that there should be no punishment for player or NPC death; no lowering of skills, no loot lost, nothing. This is exacerbated by the fact that respawn points are rarely far from the action, meaning you can quickly get back into the fray. Whilst this may be viewed as a good thing, it totally destroys any need for self-preservation. Perhaps to counter this, and add to the relative ease of the game, later levels throw insane numbers of enemies at you, but it does little to help.
Tuesday - October 31, 2006
Mage Knight Apocalypse - Review @ RPGFan
RPGFan has posted a review of Mage Knight: Apocalypse, with a score of 66%:
Mage Knight: Apocalypse had the potential to be the casual gamers' Diablo II. With a popular pre-existing franchise and a basis of making a game anyone could pick up and play, Namco Bandai Games and IS Games could've had a juggernaut on their hands. What they ended up with was not another Divine Divinity, but a resource-hogging 3D hack-and-slash that isn't quite good enough for a casual gamers' money and isn't quite complex or interesting enough for the hardcore RPG Fan's time.
Saturday - October 28, 2006
Mage Knight Apocalypse - Wrap Report @ RPG Vault
RPG Vault has the wrap report for Mage Knight: Apocalypse. In this extensive report, Namco Bandai's Dave Georgeson discusses the team's feelings about the game now that it has finally been released. The report weighs in at five pages and contains eight new screenshots.
There was never an intention on our part to make a triple-A summer blockbuster sort of game here. Mage Knight: Apocalypse is fun, simple, challenging if you want it to be, and the amount of single player gameplay is 25 hours or more for a single run through the story. The game is also designed for much more play beyond once through; we have five unique characters to choose from, and they all play very differently.
Source: RPG Vault
Tuesday - October 24, 2006
Mage Knight Apocalypse - Walkthrough Available @ IGN
IGN has posted a walk through for Mage Knight Apocalypse, the recently released RPG. You can grab it at the link above.
Monday - October 23, 2006
Mage Knight Apocalypse - Reviews @ Worthplaying, DarkZero
Worthplaying joins the growing number of sites with a harsh review of Mage Knight: Apocalypse, handing down a score of 4/10:
After you get past the graphics, you then get to contend with the control scheme. MageKnight Apocalypse feels very much like it was designed for an analogue control setup, leading me to wonder if perhaps the original plan wasn’t to have this game released on console platforms as well as PC. Use of W-A-S-D does an adequate job of covering movement; however the constant battle with the camera point of view adds further frustration to an already colicky title. I suppose it might sound bitter of me to mention that the excessively linear levels half-negate the need to adjust your camera anyways. I cannot remember a time I’ve ever seen such train-track restrictions on exploration. Even Fable gave you more room to bail around in
DarkZero also clocks in at 4/10. Here's a sample:
So, what sort of game do we have? Instead of creating a digital version of the tabletop game, which could have proved to be interesting, Namco-Bandai again kick dust in the face of originality and have made MKA a by numbers Diablo-style dungeon crawler of the most generic kind. All the hallmarks of the genre are here, and this sort of game tends to end up in one of two categories. If done well, these games can almost be a hypnotic experience, levelling up your character from a pool of multiple classes, gaining new skills and battling bigger and badder monsters to find those elusive rare items. Done badly, however, and this sort of game can become a tiresome click fest. MKA actually does something original here and falls into a whole new category – the ‘utterly, utterly dismal’.
Saturday - October 14, 2006
Mage Knight Apocalypse - Minute View @ RPG Vault
RPG Vault has a Minute View of Mage Knight - a short overview based on eight hours play:
Based on less than eight hours in the single-player campaign and none in multiplayer, which may not accurately represent the game as a whole, Mage Knight: Apocalypse has some interesting features and elements. However, these are counter-balanced by others that make it feel uneven. It's fine for simply bashing or blasting monsters, but beyond that, doesn't seem special so far.
Mage Knight Apocalypse - Review @ Gamespot
Mage Knight Apocalypse is a poorly executed take on a tried-and-true formula. The game has everything you'd expect from an action RPG, but none of it is handled well. The multiplayer is a hassle, the single-player is riddled with bugs and frustrating design flaws, and the presentation is sloppy. If you can somehow overlook all of these flaws, you could spend a lot of time going through all six chapters of the game with each of the five characters. But when you consider how many similar games of better quality are already available, you're left with very little reason to play this one.
Wednesday - October 11, 2006
Mage Knight Apocalypse - Review @ GameZone
A disappointing result for Mage Knight: Apocalypse in GameZone's review, with a score of 5.8/10:
OK, overall the game handles well … but it is what it is … a Diablo-style hack-and-slash dungeon runner. Each part of the game is divided up into “enter area A, kill all bad guys, do some side quests, make some stuff, get to point B, load next area and start all over again.” Not that this is a bad formula mind you, considering the success many other titles using the same formula have had, the problem is that this one tries to do more than that. Basically, adding in all of the extra features of creating, recruiting, issuing commands, etc. seems better suited to a more open title, and it just seems out of character for what the game is in the end.
Friday - October 06, 2006
Mage Knight: Apocalypse - Team Q&A #2 @ RPG Vault
Jonric: What are some of your favorite enemies in Mage Knight: Apocalypse, and what do you find particularly interesting appealing about each of them?
Senior Producer, Namco Bandai
Co-creative lead, Mage Knight: Apocalypse
Orc Cyclops hands down. We liked this guy so much we designed a level around him, and then we decided to start putting him in other regions to get more fighting time with him. He can punch the ground, causing boulders to drop on you from the sky, or he can do his battle cry, which immobilizes you while he calmly walks up and pummels you. The best part about him is his size; he is easily 25 feet tall, and shakes the ground when he walks... truly nerve-shattering when he is charging at you and you have nowhere to run.
Monday - October 02, 2006
Mage Knight: Apocalypse - v1.01 Patch Released
Mage Knight: Apocalypse - Team Q&A @ RPG Vault
Senior Producer, Namco Bandai
Co-creative lead, Mage Knight: Apocalypse
Oh, I'd have to say the story is something I really dug into. God knows it went through enough revisions! Chris and I spent a lot of time working the story points to make sure it all fit together and made sense. One of my first tasks on the story was to write an interesting background that gave them a purpose in this struggle. We made it so that you get to learn about each of these characters more and more as you make your way through the game. Each is from one of the six regions, so you will get to meet their families and friends as you go from place to place, as well as the struggle of their people.
We had the idea early on to tie in the five aspects of the apocalypse to each of the five main regions of the game; there would be a Pestilence region, a War region, a Famine region, etc. So, each of the heroes is not only tied to a region, but also to one of the aspects of the apocalypse. The overarching themes were easy to absorb, but it really came down to the nitty-gritty of getting the elements to all flow together in a way easily understandable by anyone playing through the game. The Interserv team did a fantastic job making the cutscenes and dialogues for this game to support the story, and the fact that your customized hero is the star of all these movies makes it that much more personal and enjoyable.