Magic: Legends is the next attempt at making a more traditional version of a video game set in the MTG universe.
It’s heavily inspired by games like Diablo, and it’s safe to say that a lot of people are very excited about the full game whenever it actually comes into existence, and that means that lots of people are keeping a cautious eye on the open beta too.
Well, having spent a fair bit of time with the beta so far, I thought it was a good time to write my thoughts on it down.
Magic: Legends is just fine
Now, I’ve been looking forward to this ever since it was announced. I like MTG; I like gaming; what’s not to like about the fusion of the two.
Now, this is an open beta, which by definition means that this is a work in progress, so my thoughts here are only representative of the game as is.
With that all out of the way, Magic: Legends is fine. I like the core concepts a lot, with you building a deck as you go, and being able to use those and your Planeswalker’s abilities in order to fight off big old hordes of enemies. That’s good stuff, and I’m here for it.
However, in action, it currently feels like an unpolished (which is fine, again, it’s a beta) version of an ARPG. Aside from the lore and my love of MTG, there’s really nothing driving me to keep playing when it comes to the game itself. The attacks feel a little lacklustre, and more often than not, spells don’t feel like they really connect outside of seeing health bars going down.
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What the hell is this currency?
Aside from the gameplay itself, there’s also the matter of monetisation. Now, this is a free-to-play game, and that’s cool and all, but there’s a big difference between paying for skins and paying for big old gameplay advantages.
As it stands, aside from the fact that there are far more currencies in Magic: Legends than is reasonable, it also feels very pay-to-win. While I’m confident you can go through what’s available without spending money, the ability to simply put your money into buying packs to have a chance at unlocking new classes and whatnot feels pretty gross.
I get that developers need to make money, and I am partial to the odd battle pass here and there, but having them sewn throughout a game and in a way that feels incredibly confusing makes for a game that feels predatory.
The verdict so far
I’ve not gone deep into the gameplay mechanics because while there are plenty of systems here, they’re all going to be familiar to you if you’ve played a game in the last ten years. You have equipment, spells, loot drops, and things to spend money on; it’s all quite standard.
I like the deckbuilding a lot, and I’m hoping that you can get some really fun synergies on the go as you get more cards, but it’s not enough to make me want to endure the combat, which I’m finding to be rather dull at present.
The game looks good enough, but it’s definitely in beta, and the same is true of the performance too.
Overall, it’s just a bit run of the mill, and I’m hoping that the issues with Magic: Legends can be ironed out before it fully launches. This is especially true of the monetisation, because it’s definitely not good at the moment.
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