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Lichdom: Battlemage
Lichdom: Battlemage is a first-person caster that gives the Mage the spotlight in a way never before seen in games. With limitless magical power at your disposal and brutal enemies around every corner, victory hinges on a combination of skill and strategy. You must carefully craft a vast array of spells and learn to cast them in the heat of combat.
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Lichdom: Battlemage Reviews
Professional reviews from gaming critics
After your life is destroyed and you are left for dead by the malicious Count Shax, a sorcerer named Roth teaches you the ways of powerful magic and gives you the tools to seek your revenge. The setup is as cliché as it gets, but luckily there’s plenty of interesting gameplay in Lichdom: Battlemage. Think of a first-person combat game with customizable spells and the loot/boss structure of Diablo, and you have a good idea of what to expect.
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“Lichdom: Battlemage is a fun magic-driven shooter with a deep crafting system, but repetition creeps in across its 20-plus-hour playing time.”
Lichdom: Battlemage is one hell of a cool idea from Xaviant. Remember Hexen, the first-person shooter where you played a mage instead of some gun-toting action hero? That’s the idea behind Lichdom, and for the most part Xaviant takes the idea in the right direction delivering a competent, if not fully-realized Action RPG. Read on for our full review.
Lichdom: Battlemage suffers from an over-reliance on linear level design and samey enemy types, but few other games deliver such a memorable brand of action-packed magic combat. The loot-driven nature of its complex but rewarding spellcrafting evokes some of the thrill of Diablo or Borderlands, and the resulting customization allows for multiple playstyles to shine. It's a challenging and occasionally frustrating beast, but the magic of Lichdom: Battlemage is that such struggles make achieving victory all the more rewarding.
You have to believe we are magic.
I find myself thinking back to a Gabe Newell quote from the book Half Life 2: Raising the Bar, regarding the game's large portions of missing content. "It doesn't matter what we cut, so long as we cut it and it gives us the time to focus on other things." I feel like this outlook is more pertinent than ever; there are too many games being released these days for them to waste players' time in the way Battlemage does. Editing in game design is as important as it is in writing or filmmaking. Get to the point. Respect both the time and financial investment of your audience. Above all else, don't ...