Apparently this cult is the center of all the undead monsters that are rampaging through your lands, ruining everything in their sight. Your character Dragon, whose name is assigned by the game, has had their life suspended and everything they loved has been destroyed by a demonic group called the Malthus Cult. So the reason to have blocking again is what? The issue I have here is that while you can even customize your shield that you have equipped, this almost makes blocking unnecessary, which then raises the question: why have it? For example, if you charge up your blink dash, your character releases a burst nova where ever they land, so it becomes a heavy offensive tool that will allow you deal damage without receiving any yourself (but you have to charge it first) and the regular quick blink is highly defensive allowing you to again take no damage. I found myself learning fast how to properly use the blink maneuver in order to dodge ranged attacks while opening a window of opportunity to unleash a barrage of destructive spells. Regular blocking will let some damage through, but not all. This sounds great until you realize that the swarms that attack you prevent you from doing this. RB is used for a 'blink', a rapid shift in any direction, but there are issues here as well.īlocking, if done right will perform a riposte that will damage or kill the attacking enemy and injure any others within the blast area. To top off all of this nonsense, you have a simplistic control scheme where you have three banks of spells (Y, X, and B buttons) to select from on the fly and your LB is utilized for blocking. You would think that wielding two magical gauntlets on both hands would enable you to readily target two enemies as well. When you're talking about having multiple enemies in the distance, it's very hard to auto target and switch when your control scheme feels like it's had 20 shots of espresso. You don't see the lock on, but it's there and you can't toggle your target unless you decide to go after another enemy by changing focus completely. Instead, you are given what almost equates to an 'auto lock-on' feature that is based off in relation to the enemy you're facing. The next issue you'll come across is that there is no targeting marker at all. Even when setting the sensitivity is this low you will notice that walking makes you almost feel as if you're flying, and running makes you feel like you're going into light speed. As a default, your control sensitivity starts out under the '4' setting, but you will quickly set it to '1' just to be able to focus on not running into walls. Nevertheless, let's press on.Īs you begin your journey you will notice first off that the control scheme is somewhat troublesome, and at times it feels as if it's borderline unplayable. A brightness slider would have made a world difference in my time with Lichdom: Battlemage. This can be quite frustrating, as a few times while focused in battle I managed to find the one hole in the floor and fall through it due to lack of visibility, the result being having to respawn quite a distance away and the enemies I just killed came back to life. When a proper light source is lacking you feel a little like Ray Charles or Stevie Wonder in terms of your visibility, which could have been helped by any sort of brightness control. Instantly this becomes an issue because of the game's naturally dark settings. You have no option to adjust brightness, though you do have the ability to adjust the sound. You will notice right away that the options are, for lack of a better word, scarce. However, is this game worth the $50 price tag, or has this game's enjoyment gone up in a proverbial puff of smoke? Well let's begin to unlock the mystery behind Lichdom: Battlemage. Priced at $49.99 this is a game characterized as a first person caster where you are given a ridiculous amount of spells and a massive cult army to dispose of in your journey ahead. While many have not heard of the company Xaviant, their first person mage game called Lichdom: Battlemage has finally made it onto Xbox One after almost 2 years on PC.
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