Compara los precios de Mage's Initiation: Reign of the Elements en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Himalaya Studios. Publicado por Himalaya Studios. Lanzado el 30/1/2019. Disponible en PC, Mac, Linux. Géneros: Action, Adventure, Indie, RPG. Puntuación Metacritic: 70/100.

If you grew up drawing maps on graph paper for Quest for Glory, Himalaya Studios made this specifically for you - flaws and all.

I spent a solid eleven hours with D'arc before the credits rolled, and the thing that stuck with me most was not the goblin-infested forests or the mountain-dwelling Flyterians - it was how sincerely this game wants to be a love letter. Himalaya Studios, whose roots go back to free AGS-engine remakes of King's Quest and Quest for Glory II, have channeled decades of Sierra reverence into a point-and-click RPG hybrid that wears its influences without any embarrassment. That earnestness is both its greatest charm and the lens through which its rougher edges have to be judged. The structure will feel immediately familiar to anyone who has touched a Sierra adventure. You pick your element - Fire, Water, Air, or Earth - through a personality questionnaire at the start, and that choice threads through everything: your combat spells, your puzzle toolkit, and even certain side quests are tuned to your school of magic. A water mage starts with an ice shard and a water shield; an earth mage opens with thrown rocks and an earthquake stun. The non-combat spells are where element choice matters most for puzzle-solving, since some environmental interactions are simply unavailable to certain classes, which is a genuine design strength and one of the cleaner replay hooks in recent adventure games. One playthrough is roughly ten to twelve hours; committing to all four elements could realistically give you twenty-five or more hours of varied content, with class-specific side quests making subsequent runs feel meaningfully different rather than just recycled. The world of Iginor has more moral texture than the premise suggests. The mages themselves, your supposed champions, carry histories that are far from clean, and the game quietly sketches a society of factions - giftless humans, Flyterians, rival goblin clans - where everyone has a grievance with someone. D'arc himself is an unusual protagonist for this kind of story: brash, a little arrogant, hungry for recognition in a way that never fully resolves. He is not the scrubbed heroic type, and that prickliness keeps dialogue scenes more interesting than they might otherwise be. The voice cast is large and mostly convincing, with over nine thousand lip-synced lines backing up a world that genuinely feels inhabited. The weaknesses are real, though, and they deserve plain description. Combat runs in real-time directly on the adventure screens, with spells assigned to number keys and enemies that will chase D'arc across multiple screens if he runs. In practice, encounters flatten out fast because spells are unlimited - fights become a rhythm of right-click targeting and waiting, and the boss encounters in particular drag on without adding tactical interest. The transition cutscenes between acts have been widely criticized for a cartoony visual style that clashes hard with the detailed painted backgrounds and character portraits that define the rest of the game's look. Keyboard movement is genuinely problematic, with characters snagging on geometry; mouse-point-to-move is the only reliable way to get around. There is also a puzzle or two built around locating specific, poorly marked points on open maps, which is exactly the kind of design that adventure game players have been complaining about since 1992. None of that undoes what the soundtrack does to the atmosphere. The music sits somewhere between orchestral fantasy and modern synth, and it shifts register beautifully across the desert wasteland, the Bloodbark Forest, and the lake crossing - each zone has its own sonic identity, unhurried and genuinely evocative. For someone like me who cares about whether a game's soundscape earns its setting, this one does. The pixel-art character animations are equally careful, especially the portrait work. This is a small studio making something with obvious craft, and that shows in every screen that is not a cutscene. Kai, Scout Team

Mage's Initiation: Reign of the Elements

Mage's Initiation: Reign of the Elements

30 ene 2019Himalaya Studios
GamerScout opina

If you grew up drawing maps on graph paper for Quest for Glory, Himalaya Studios made this specifically for you - flaws and all.

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Acerca de Mage's Initiation: Reign of the Elements

I spent a solid eleven hours with D'arc before the credits rolled, and the thing that stuck with me most was not the goblin-infested forests or the mountain-dwelling Flyterians - it was how sincerely this game wants to be a love letter. Himalaya Studios, whose roots go back to free AGS-engine remakes of King's Quest and Quest for Glory II, have channeled decades of Sierra reverence into a point-and-click RPG hybrid that wears its influences without any embarrassment. That earnestness is both its greatest charm and the lens through which its rougher edges have to be judged. The structure will feel immediately familiar to anyone who has touched a Sierra adventure. You pick your element - Fire, Water, Air, or Earth - through a personality questionnaire at the start, and that choice threads through everything: your combat spells, your puzzle toolkit, and even certain side quests are tuned to your school of magic. A water mage starts with an ice shard and a water shield; an earth mage opens with thrown rocks and an earthquake stun. The non-combat spells are where element choice matters most for puzzle-solving, since some environmental interactions are simply unavailable to certain classes, which is a genuine design strength and one of the cleaner replay hooks in recent adventure games. One playthrough is roughly ten to twelve hours; committing to all four elements could realistically give you twenty-five or more hours of varied content, with class-specific side quests making subsequent runs feel meaningfully different rather than just recycled. The world of Iginor has more moral texture than the premise suggests. The mages themselves, your supposed champions, carry histories that are far from clean, and the game quietly sketches a society of factions - giftless humans, Flyterians, rival goblin clans - where everyone has a grievance with someone. D'arc himself is an unusual protagonist for this kind of story: brash, a little arrogant, hungry for recognition in a way that never fully resolves. He is not the scrubbed heroic type, and that prickliness keeps dialogue scenes more interesting than they might otherwise be. The voice cast is large and mostly convincing, with over nine thousand lip-synced lines backing up a world that genuinely feels inhabited. The weaknesses are real, though, and they deserve plain description. Combat runs in real-time directly on the adventure screens, with spells assigned to number keys and enemies that will chase D'arc across multiple screens if he runs. In practice, encounters flatten out fast because spells are unlimited - fights become a rhythm of right-click targeting and waiting, and the boss encounters in particular drag on without adding tactical interest. The transition cutscenes between acts have been widely criticized for a cartoony visual style that clashes hard with the detailed painted backgrounds and character portraits that define the rest of the game's look. Keyboard movement is genuinely problematic, with characters snagging on geometry; mouse-point-to-move is the only reliable way to get around. There is also a puzzle or two built around locating specific, poorly marked points on open maps, which is exactly the kind of design that adventure game players have been complaining about since 1992. None of that undoes what the soundtrack does to the atmosphere. The music sits somewhere between orchestral fantasy and modern synth, and it shifts register beautifully across the desert wasteland, the Bloodbark Forest, and the lake crossing - each zone has its own sonic identity, unhurried and genuinely evocative. For someone like me who cares about whether a game's soundscape earns its setting, this one does. The pixel-art character animations are equally careful, especially the portrait work. This is a small studio making something with obvious craft, and that shows in every screen that is not a cutscene.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:aaaPoint-and-Click RPGQuest for Glory-likeElemental ClassesPuzzle-DrivenFull Voice ActingReplay via Class ChoiceSierra-styleAtmospheric SoundtrackOld-School Adventure

Requisitos del sistema

Mínimos

OS
Windows XP or higher
Memory
64 MB RAM
DirectX
Version 8.0
Storage
2 GB available space
Graphics
640x400, 32-bit color, 700 Mhz
Processor
Pentium or higher
Sound Card
All DirectX-compatible sound cards

Recomendados

OS
Windows XP or higher
Memory
128 MB RAM
DirectX
Version 8.0
Storage
2 GB available space
Graphics
1280x800, 32-bit color, 1200 Mhz
Processor
Pentium or higher
Sound Card
All DirectX-compatible sound cards

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Reseñas y valoraciones

Metacritic
70

Información del juego

Desarrolladora
Himalaya Studios
Distribuidora
Himalaya Studios
Fecha de lanzamiento
30 ene 2019

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Mage's Initiation: Reign of the Elements está disponible en PC, Mac, Linux.

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Mage's Initiation: Reign of the Elements se lanzó el 30 de enero de 2019.

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Mage's Initiation: Reign of the Elements fue desarrollado por Himalaya Studios.

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Mage's Initiation: Reign of the Elements tiene una puntuación Metacritic de 70/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.