Mage Knight: Apocalypse Previews
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Combat is a frantic affair, with standard melee attacks usually attached to the left mouse button, and secondary attacks consigned to the right. The entire thing can quickly devolve into a messy click-fest. Oddly enough, though, these moments of frenetic button pressing are irrationally fun, building at times to a pulse-pounding frenzy during certain boss fights. Like Diablo, each character class (there are five), progresses along three specific skill paths, with increasingly powerful abilities unlocking as the character gains experience. Unlike Diablo, there are no set levels. Skills and attributes grow as they are used, and automatically unlock when the character qualifies for them. Skills are useful and powerful, so the player will never be bereft of a proper method to solve a certain problem. The preview version's skills are, in fact, a good bit too powerful, resulting in a play experience that is much too easy. Bandai is aware of this issue, though, and has promised a few wrench turns in the machinery of balance that will address it.
And a snip from GameZone's article:
...in order to bring about a game that showcases action and adventure, MK: A is presented in a real time, top-down kind of format similar to other fantasy RPG titles. Each of the five heroes that you can choose and play with is customizable down to hair, color, and name, and each is outfitted with various strengths and weaknesses . such as one being better with magic versus melee-fighting ability and so forth. In addition, each area (strength, intelligence, etc.) will level up as each is used, different outfits will change appearance and can be outfitted with gems to boost stats, and you can even find recipes for potions and stuff and collect herbs and items to make them.