![]() ![]() The fact that they are absolutely stunning is an added bonus. They have a real effect on how well you play the game, as well as the effectiveness of your current character build. This makes your environments far more than just scenery. If you cast lightning in water, it has far more of an effect, while fire spells in a similar environment are quite literally dampened. One particularly interesting feature is that of environmental synergy. This game has serious potential – and so pretty already! When the combat does work, on the other hand, it is fluid, visceral, extraordinarily fun and has made me exclaim with glee more than once after sending a group of enemies flying across the screen. However, the abilities themselves can sometimes not work as intended and enemies have their own skills that can be infuriating to deal with, such as stun locks which have no place in any PvE game. It makes the player pay far more attention to their positioning. Speaking of which, the game also features an active dodge mechanic, giving you the chance to get out of combat and remain agile. Using these abilities is pretty fun too, with each fulfilling a different gameplay function – single target boss-smashing swipes, crowd control lightning as well as dodges and rolls. It reminds me somewhat of Path of Exile, but to an even greater degree of freedom. The skills are similar, allowing you to mix and match your abilities as much as you like. This works well with the loot-centric reward system that this and other games of its type have, allowing you to swap out your equipment on the fly or try something entirely new without having to re-roll an entire character. In other words, if you want to be a dual-wielding warrior-wizard, wearing leather armor, you can. Your abilities level up as you use them, and there are no class restrictions on equipment, you just have to have the right stats to use them. One of the more interesting things you learn at this point is that there are no classes. The tutorial, while basic and certainly in need of some polish, takes you through the various mechanics of the game such as learning magic from books, how to use skills and efficiently use the equipment. What you do get to experience by buying in at this point, however, is the gameplay, which has some serious potential. Combat, dialogue, questing and exploration all feature in the open-world, though there isn’t too much to actively keep dragging you back to the game once you have experienced everything the title has to offer so far. The story, such as it is, is very basic and poorly-written, but is likely to be a placeholder – the game is, after all, still in an early alpha stage. Set in a fantasy land of magic and mayhem, this title is still very much in the works but already has a fair few solid mechanics. An isometric RPG in the same vein as Diablo and its contemporaries. Still very early on in its development, Wolcen: Lords of Mayhem has a lot going for it. ![]()
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