MAGIC: THE GATHERING - BATTLEMAGE Playstation review by Stephanie L. Rhodes and Paul A. Hardy Also on PC CD-ROM MAGIC: THE GATHERING, AN OVERVIEW Readers unfamiliar with the rules for Wizards of the Coast's Collectible Card Game Magic: The Gathering (M:TG) are advised first to read Sue Medley's review in SynTax #48 for explanations of how to play. Here, though, is a brief recap: Both players (or Planeswalkers) have a deck of between 40 and 240 cards, and 24 Life Points. One player draws seven cards from his shuffled deck and lays down a Land card and, if possible, any other non-Land card too), and then his opponent does the same. Now players draw one card from their decks each turn and try to reduce their opponent's Life Points to zero with the cards they have in play. Cards can be any of the following: Land: Different Land types produce different Mana, the magical power used to cast spells. Forests create Green Mana, Plains generate White Mana, and Swamps allow the use of Black Mana, etc. All the other cards in the deck are colour coded to show which type of Mana is needed to put them initially into play. Creatures: Creature cards have a Power/Toughness rating (ie. Ironroot Treefolk have 3/5) which shows how much damage they can inflict in battle and absorb before death. (Thus the Ironroot Treefolk will inflict 3 points of damage in combat, and will need to be hit for 5 or more points of damage before it is slain). Artifacts: Artifact cards show magical objects which can be used to change certain aspects of the game. For instance, Winter Orb allows Mana to generate at one half the normal speed. Sorceries: Sorcery cards are powerful spells which will usually destroy creatures or artifacts, or inflict damage on the other player. Useful sorcery cards include Flare and Lightning Bolt, both of which will inflict damage against a Planeswalker or one of his creatures. Enchantments: Enchantments are different types of spells, which will enchant creatures or artifacts already in play to alter their natures. Enchantments will often stay in play indefinitely, or last only a single turn. For instance, Giant Growth gives any creature +2/+2 (ie. +2 to Power and Toughness) until the enchantment is countered or the creature affected by it is destroyed. When a player loses all his Life Points, he also loses the game. Likewise, running out of cards to play also makes a player lose the game - with no more spell resources to draw on, he is easily at his opponent's mercy! MAGIC: THE GATHERING - BATTLEMAGE: Magic: The Gathering - Battlemage (M:TG-B) is a "real time strategic warfare" game produced by Acclaim, based upon the popular card game and fully endorsed by Wizards of the Coast. Upon inserting the CD-ROM, the player is treated to an imaginative and beautiful introduction sequence to the game featuring two duelling Planeswalkers, after which the menu screen appears, offering a choice of five well-drawn icons. These icons represent: Archive: A comprehensive list of all 223 spells (cards) in the game, showing all artwork, effects and Creature statistics directly from their tabletop M:TG equivalents. The only thing missing is the original cards' Flavour Text, which Acclaim must have considered irrelevant to the gameplay. Novice players will spend a lot of time browsing through the Archive, learning spell effects, studying card artwork and learning Creatures' combat statistics. Duel: This allows two players to play head-to-head or one player to battle against a CPU opponent. You may select to play one of six Planeswalkers, each with various spells and tactics, and for fair fights can even pitch each Planeswalker against himself, with the same selection of cards available to each player. Campaign: A single player only game, you may select to play as one of the six Planeswalkers to try and conquer the world of Dominaria. You must conquer territories for Mana, defend them against your enemies and try to vanquish your arch enemy, the Battlemage Ravidel. Options: From here you may tweak the game's difficulty level, sound effects, music and control method. Credits: A list of the wizards responsible for writing the game. * * * Most players will decide to have a few Duels before they tackle the Campaign, if only to familiarise themselves with the controls and gameplay. The duelling screens in the Campaign are exactly the same as in Duel mode, and the Campaign is merely a series of Duels with extra activity in between thrown in for good measure. Learning to duel first is a priority, then. The screen layout is logical. Player One's statistics are to the left, Player Two's/CPU's to the right. Each player's Mana Pool is represented as a bar graph at the top of the screen, with every mana point generated adding one block of the appropriate colour to the graph, which is temporarily depleted when Mana is used (although it does slowly regenerate). Beside the Mana Pool is shown each player's Tome (of cards in-hand, but not yet in play) and the currently selected/last selected card in play is also shown. Below these are the players' Life Points totals, shown as small "gems" - a red gem equals 5 Life Points, and a blue gem equals 1 Life Point. Finally, below these, is the main action window, which shows a large portion of the battlefield and scrolls when required. In a two player mode, the screen is split in two for the Playstation version, with Player One on the left of the screen and Player Two on the right. If there is only one player (or you are playing the Campaign game) your battleground screen area is the whole of the bottom of the screen, without the split, and is thus twice as wide. The six Planeswalkers you are allowed to play in the Duels and the Campaign will be familiar to most M:TG players. They are Jared Carthalion, Tevesh Szat, Sandruu, Kristina, Leshrac and Greyadrone Dihada, each with their own array of cards and different strategies. The only Planeswalker you cannot control in either the Duels or the Campaign is Ravidel the Battlemage, who only appears in the Campaign and always under CPU control. Seeing as the Campaign is merely a collection of Duels linked by territory gathering and creature encounters, we will have a look at the Duel part of the game first, before we explore the Campaign setting further. THE DUEL: As soon as the duel screen appears after you have selected your chosen Wizard (and the one you wish to do battle with) you are thrust straight into the action. It is at this time you will learn to appreciate just how natural to the game the Playstation's controller is. The directional arrows simply move the cursor around the screen. The R1 key allows you to view your current Tome, by expanding it out over part of the battlefield map, with a second R1 press being used to fold the Tome back into the top portion of the screen and out of the way again. The R2 and up/down directional arrows toggle between the two Planeswalker locations, of you and your opponent. The R2 and left/right arrows cycle through all your currently available creatures in play, in a similar way to the Planeswalker toggling above. 0nly your own creatures can be viewed this way, and they already have to be somewhere on the battlefield. The 'Square' button will select a creature unit, the 'X' button will select a spell from the Tome or cast one already selected (once it has been targeted with the 'Square' button) and the 'Triangle' button is used to reveal information about any selected spell or creature you control or have in your Tome. The 'Circle' button is used to cancel any action. As soon as the duel begins, pressing R1 will give you access to your Tome of spells, expanding it over part of the battlefield and making it possible to select a card to use. The Tome is thus represented by a single card at the top, with two rows of three horizontal cards underneath it, the card at the top being the 'active' card. Moving the left/Right directional arrows will revolve the cards in the tome either clockwise or anticlockwise, so you can select a new 'active' card from the others in the Tome. 'X' will summon a creature if the card is 'active' and you have enough mana to do so, or allow you to cast a spell (if the 'active' card is a spell) before targeting the effect with the 'Square' button. Placing a Land card is simply a matter of placing the card in the 'active' position and then pressing 'X' - you will automatically gain one mana of the correct colour. An obvious problem with M:TG-B is the inability to reshuffle your cards if you have no Land cards in your Tome at the beginning of the Duel. This puts you at a serious disadvantage if you have to discard two or three cards (over two or three turns) before a single Land cards appears! The CPU keeps track of the passing of time in the game, as well as the various Phases like Discard, Card Drawing and Upkeep. Any effects which take place in a specific Phase will trigger automatically, without the need for any input from the player. Every 15 to 20 seconds, both players will receive a new card in their Tomes, due to the beginning of a new turn. If you already have seven cards when this happens, the card in the bottom right-hand corner will begin to flash, and after 7 more seconds it will vanish completely, being discarded. You can manipulate your Tome during these 7 seconds though, and throw away your least valuable card. When a Land card is played, you gain your Mana point and all the other Land cards in your deck become semi-transparent for the rest of the turn (some 15 to 20 seconds). It is impossible to use another Land card in this time, until the beginning of the next turn, when the Land cards will return to normal and you can place another one into play. With this clever method, M:TG-B ensures you do not play more than one Land card each turn. The Mana Pool is well represented in the game, as a bar graph near the top of the screen. Every Land card used adds one Mana block to the bar graph, and the more coloured blocks you have in the graph, the more Mana you have at your disposal. All five Mana colours are represented, along with a sixth, colourless (which actually appears as a golden colour). When Mana is used, the appropriate section of the bar graph is reduced accordingly, although Mana does restore slowly. When summoned, Creatures in M:TG-B do not suffer from Summoning Sickness but may be used immediately. Unfortunately, the Power/Toughness statistics are not represented in numerical values in the game itself, but rather as a small bar chart with a coloured indicator showing the state of both statistics. The effect is quite like a thermometer, but without any numerical indication to show how many points of Power/Toughness are present - so you find yourself trying to judge the coloured indicator to the best of your ability, which is quite a task even with a little practise. And the fact you cannot see enemy creatures' statistics even if you click on the creature makes things much harder than they need to be. As a result, I found myself having to write down the Power/Toughness of every creature in the game (via the Archive feature), and referring to my list every time I wanted to attack an enemy creature with one of mine. It is certainly by no means the best way this data could have been presented, and personally I would have preferred to see a straight numerical value (ie. 3/4) for each creature in the game! Creature combat will often take a number of turns to resolve, which is another difference to the standard tabletop game. Upon meeting, two creatures will fight, tap, untap after so long and then fight again, repeating this cycle until one or both of them are destroyed. Thus two 1/1 Creatures will slay each other at the end of the turn they initiated combat. Yet two battling 1/2 creatures will slay each other after two turns, and two fighting 2/6 Creatures will take three turns to slay each other! Hence a 1/1 Creature attacking a 0/7 Wall would take seven turns to smash it to pieces - something such a creature would never be able to do unaided in the tabletop version. Creature combat certainly takes some getting used to, and veteran M:TG players will be horrified when their 1/3 Creature and its 2/2 opponent actually slay each other after two rounds of combat! Thus combat becomes more than just having high Toughness creatures in play to block enemy monsters, because after prolonged battles even high Toughness scores can be reduced to zero. After combat, wounded creatures heal, but very slowly indeed, recovering something like 1 Toughness point every two or three turns they are not involved in a skirmish. This is something else veteran M:TG players will have to get used to - after combat the Toughness of surviving creatures is not automatically returned to its initial value. It does make slaying larger creatures slightly easier though. For instance if an enemy Ironroot Treefolk (3/5) slays your Grizzly Bears (2/2) you can still finish off the Ironroot Treefolk with a Lightning Bolt up to two turns after they have finished the battle. This is just as well too, as you cannot select multiple blockers to intercept a single attacker. Creatures can use Flying, Regeneration, Trample, First Strike and Landwalk, but there are no Banding or Flanking procedures allowed. When a Creature is dispatched to attack the rival Planeswalker you will see it trudge across the landscape avoiding terrain features like hills and rivers, until it arrives at its destination, hits the Planeswalker, and then vanishes to reappear by your side, tapped. Then, when it untaps, it will set off toward the enemy Planeswalker again. (Flying creatures will naturally fly over terrain features, and so arrive at their destination quicker than their land-bound counterparts). If the creature is blocked en route by an opponent's creature, if your being wins the battle it will tap a short while and then await new orders from you - it will not automatically resume its march to the enemy Planeswalker, which can sometimes prove a little annoying. Creatures with various types of Landwalk do not need to trudge all the way across the landscape if their Landwalk conditions are met; they simply vanish from their Master's side and appear within the vicinity of the enemy Planeswalker, attacking him within five seconds. This just gives the opponent time to block the creature with one of his own, if he has any creatures untapped and near enough to intercept when the creature appears. (This is another departure from the standard M:TG rules (where Landwalk creatures are actually unblockable) but actually works quite well for this game, and does not diminish the strategies you adopt at all). The battlefield graphics, although relatively small, are often colourful and always well animated. The Creatures actually do look like the pictures of the cards they represent (albeit from an Ultima style angle) and the backgrounds are pleasing to the eye too. There are a number of musical scores to listen to as well (most of them quite eerie and some downright depressing!) and whenever a non-Land spell is cast - whether it be a Summon Creature, Artifact, Sorcery or Enchantment - a crisp, pleasant sounding female American voice announces what has just been brought into play. In this way it is possible to listen to what your opponent is up to, even when he is not on the screen and you are concentrating on your own cards. THE CAMPAIGN: After the Campaign introduction sequence is out of the way, you may select one of the six wizards from the standard Duel, to play in the Campaign. Each Planeswalker begins with a stack of predetermined cards which is the same for each Planeswalker every time you play, and there is nothing that can be done to change these initial cards. You will, however, gain more cards as the game progresses, but to begin with your Tome is always poorly stocked. The Campaign is also a one player only game. Much of the Campaign game takes place on a screen showing a map of Corondor, which has thirty territories. All Planeswalkers begin with one territory each, and whoever gains all thirty territories - or who reduces Ravidel the Battlemage's territories owned to zero and then beats him in combat - wins the game. Whilst on the map screen, the game has three phases: Player Movement, CPU Planeswalker Movement, and Tax Gathering. Player Movement is simply a case of selecting a territory to have a go at conquering. You may "attack" any territory which borders one you already control, and so the more territories you own, the more scope for advancement you have. If the territory you try to conquer is already owned by a rival Planeswalker, you will more than likely risk a confrontation with him. If this happens, the Planeswalker will appear onscreen with some text, and under this text will appear three choices for you to respond with; usually two of these choices will result in you fighting the Planeswalker for the territory, and the other will allow you to back down and leave without bloodshed. If you back down and leave, you gain nothing, but if you duel with the Planeswalker and win, you gain the territory and any Mana the land there produces. Quite often, you will receive bonus spells too, when you conquer a territory, which will usually be Summon Creature cards and Sorceries. If the territory you are trying to conquer is not owned by a rival Planeswalker, you will quite often encounter one of the territory's denizens. If this is the case, their picture will appear with a text box, and three choices underneath to select haw you wish. to respond to the situation. Sometimes, you will find yourself having to make four or five choices as you 'converse' with the encountered denizen, and you will be judged by your responses. Sometimes you will gain money and extra cards for using the correct responses - choose poor responses and you may find cards and money being lost just as easily! Negotiate well and you may even be granted the freedom of the territory, which will then revert to your control. When this happens you will gain the Land cards for Mana this territory can produce, and quite often bonus spells for your trouble as well. You can only try to conquer one territory every Player Movement Phase and, whether you succeed in conquering a territory or not, this first phase is then over. CPU movement is the next phase, and this is where all the computer controlled Planeswalkers try to conquer territories of their own, which again must border their own lands. The territory a Planeswalker attacks will flash briefly, and then you will receive a text box signalling whether the attack was successful or a failure. If it was successful, the Planeswalker gains another territory. If it was a failure, the territory does not revert to that Planeswalker's control. If a Planeswalker loses ail his territories, he is out of the game (and the game ends, if this is Ravidel). If it is one of your territories which is attacked, the Duel screen will appear, as you will have to fight for your terrain. You will have to battle the attacking Planeswalker just as you would in the standard Duel, with the cards that you have in your Tome. If you win, you successfully manage to defend your territory and it remains under your control. If you lose the duel, however, you also lose the territory and any Land cards which go with it. Hence, your Mana producing capability also goes down, and thus your offensive capacity with it. So it is in your best interests to do well when defending your territories. Tax Gathering comes next, and you play no part in this phase - you simply gain an income for every territory you own. As a result, the more territories you own, the more cash you will receive in this phase. Taels are the currency of Dominaria, and you will often need plenty of Taels for non-Planeswalker encounters for such things as buying spells and offering bribes. It is worth pointing out that, no matter which character you choose to play in the Campaign, the non-Planeswalker encounters will always be the same. So if you know the correct responses to conquer the territory of Knone as Kristina, the same responses will work when you play Sandruu too, etc. The spells you receive from certain encounters will sometimes be different though, more geared to the colour of spells you already own. And there are just so many non-Planeswalker encounters that this is a game you will be playing for months rather than weeks, and even when you do manage to complete it, you will inevitably try to complete it as all six characters sooner or later! THE TOME BUILDER: There is a special part of the game called the Tome Builder, which allows you to specify which cards (from the 223 different cards available) you want to use in your Tome, or deck. You can create your own decks, each having in them between 40 and 240 cards, and save these to your Memory Card. These specially created Tomes can then be used in Duel games against your friends or the CPU opponents, but not in the Campaign game, for obvious reasons. The Tome Builder is great in that it allows you to try out different cards, and discover wonderful card combinations which work very well together. I found this a brilliant addition to the game, as it allowed me to practise with cards I have for the tabletop version against a CPU opponent. Giving your opponent a specially generated deck for the Duel is a great idea too, as you can quickly develop strategies to counter his attacks and thus learn something useful for the actual card game. It also helps to prolong the lifespan of the software, as you can make the rival Planeswalkers' decks as easy or as hard to beat as you require. BATTLEMAGE: AN OPINIOM: Magic: The Gathering - Battlemage is, above everything, a fun game to play, and keeps the mind ticking over rather like a good game of chess. The strategy element will appeal to wargamers, the fantasy element to roleplayers, and neither will be disappointed once they have gotten to grips with the game. Veteran players of the tabletop version of M:TG will initially make mistakes like I did, expecting it to play just like the CCG version, when this is simply not the case. Okay, the idea is the same and the basic rules, but there are subtle mechanical changes which veteran tabletop players will have to learn to accept, such as the multi-turn combat, the lack of an initial reshuffling of cards, and the absence of creatures' summoning sickness. Such things may seem sacrilegious at first, but once they are accepted the game runs quite smoothly and actually plays better far these changes. Due to its real time nature, Acclaim didn't have much option I think, than to twist the odd rule here and there. They did a good job though, and the ability to increase the game's difficulty level as you become a more proficient player will add to the game's longevity. Okay, the game has only a fraction of the cards used in its tabletop counterpart, and expansions look unlikely to appear, but even so it is a good way to gain a grounding in the concepts of M:TG and will surely bring more people into the hobby. The rulebook is adequate but not very clear in its explanations at times, which may puzzle some novices, but actually playing M:TG-B will help to iron out some of the perplexity the rulebook does not quash. And the graphical. nature of the game gives it a whole new dimension - now you can actually see your Crash of Rhinos plough through those Elvish Archers on their way to the rival Planeswalker... Whether you have played the tabletop version of M:TG before or not, I am sure that M:TG-B will be one Playstation game you will keep coming back to time and again. It is a great way for novices to get a grounding in the game and learn same of the terminology involved, and with a little perseverance even a new player will warm to this exciting game and keep coming back for more. Veteran M:TG addicts will find this game useful too, for quiet games by themselves, or to brush up on strategies with the cards available, so it should really keep everybody happy. Highly recommended! - o -