MagnaCarta II

MagnaCarta II
When the first Magna Carta was released in the U.S., and later in Europe for her first reacted favorably: Atlus has already noted a few interesting games from the publisher and waited for the new wonders. Did not happen. Well, the sequel promised to do better.

What's popular in Korea and beyond resonates except that fans MMO. Other video games tend to be either just do not get to Europe, or are able to attract attention only unusual character designs. The first Magna Carta was just one of them: a couple of months after its release has very few people could remember what it was for the RPG and the main characters who are out there, but thank illustrator scattered all over the world and everywhere he lifted up in praise. With the sequel, whose name is now a different publisher, Namco Bandai, wrote together, could happen the same story. What gamers have seen first thing? Illustrations by Hyung-Tae Kim. What we are talking about a console RPG, could only guess those few who once, long ago spent a lot of time to pass the first part.

But to the delight of Xbox 360 owners unremarkable in all but design a game from Korean developer under the patronage of Namco Bandai has become one of the most anticipated JRPG of the year. Actually, no one argued that the development is in Korea, by contrast, by hook or by crook the publisher wanted to impose the opinion that the project would be entirely Japanese (even the cover is the emblem of Banpresto, while not Softmax). Get it or not - a moot point. And that's what MagnaCarta II was in many respects more attractive and interesting than its predecessor - it is impossible to deny.

MagnaCarta II ***
There is one way to greatly facilitate the flow of MagnaCarta II, but it involves additional cost. Thus, in the Xbox Live Marketplace is now available the first expansion, adds a new weapon types, and three bonus scenes. Weapons are more powerful than what occurs during the passage, and is in the inventory of heroes at once after downloading. With the swoop to win with him all the bosses are unlikely to succeed, but before the second disk problems crafty player just will not meet.

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Leveling is important, but it can optionally push into the background.How? Properly distributed to improve the weapons and accessories The more a blow to the characters, the more energy Kahn (colorless or spontaneous) soars across the battlefield, the stronger the shock and the more powerful special moves you can use


Princess against all

If there is a notion of the Korean national characteristics in a video game, then tried to hide the Softmax characteristic signs of the phenomenon. That in respect of the plot, that in terms of the combat system - everything is so standardized that you can not immediately figure out whether or not to screen JRPG or a stylized for the authorship of which ever master code of Canada. For example, a story about how evil uncle overthrew the queen from the throne and became the sole ruler of the kingdom, while the legitimate heir, Princess Rezefilda, put up with it did not want to, and went south into the woods, where he assembled an army and is a fierce war with the traitors, let's face it, will at best lazy yawn. The story of a young man lost his memory and for that reason incapable to fight a real weapon, but only a wooden sword, too, is unlikely to cause great interest. It turns out that although the plot development, that is, as it passes, it turns out pretty good and even interesting, you know it's only towards the end. But to throw too, does not pull, it was too cute here protagonists: a beautiful short skirts, with emphasized waist, prominent bust ... So what, ask the sequel different from the original game, even if here and there to generate interest in using the same trick? The fact that MagnaCarta II outstanding achievement is not only the design but also everything else, including the technical part.

How much do we remember the console RPG on the engine, Unreal Engine, which would not be hindered, quickly load the textures and nothing at all would not give out a grave need something to constantly read from the disk at high speed? MagnaCarta II is devoid of these shortcomings. Of course, graphically - in terms of ryushechek and other unnecessary - it loses the analogues, but against this background that distinguishes it self-discipline, consistency in the same style. It captivates. You may not like the characters in the screenshots, but worth seeing them in the game, as any negative this very moment fizzles. Another example: a spacious location, completely devoid of any kind of frills, but still attractive, creates the right atmosphere and mood. It is not possible with certainty to deny the desire of developers to show detail. They detail present in fair amount and are presented as the story progresses: heroes today to discuss a phenomenon of nature, to-morrow - the ancient architecture, the next day - the history of warfare in the fairy world. Then the player starts and himself to notice some peculiarities and wonder how things work okay, however rich, is a fantasy, developers, and how cleverly beat a decision of the designers. All this need some time, but Softmax did not ask for a favor and be patient the first couple of hours, not at all. Softmax immediately lets out the big guns, after the opening salvo of which MagnaCarta II is hard to tear myself away.

MagnaCarta II ***
Each weapon has multiple slots for upgrades. In pairs, these slots encrusted with special stones, improve various parameters of the character, instilling a certain kind of immune to a status attack to quickly produce Kahn and even gain more experience and money. Get hold of such buns can be either in the store or using a special skill Zefi "Removing the soul."

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Slammin 'Argo can be used in combat sword or an ax than enthralls in love with his girl Celestine Zefi able to use healing magic of any number of times since the beginning of the game, which facilitates pumping and makes the battle with the bosses


To arms!

And all thanks to the peculiarities of the local military system, borrowing some ideas of our outstanding JRPG. So, there are no random encounters with enemies - the monsters can be seen on the map and all fights can be avoided by simply beating them by. Battles take place on the same screen, no additional downloads are not produced. Just seeing a flock of wild beasts, the player presses the left trigger, and thus takes the team in battle mode. All in game six characters, while at the same time in the team there is no more than three men. Switch between them allows you to fly: or going into battle menu, and appointing a leader there, or simply with a cross. Soldiers (and all the characters, despite the lack of uniform, serving in the army) of the "stock" will enter the fray as easily and without unnecessary picking in the wilds of the menu. Tellingly, the scale of the accumulation of forces is missing, return - her direct opposite, the scale of energy consumption. It works as follows: inflicting a blow, the character spends a certain amount of energy, but retains the ability to move and, if necessary, to strike the villain a few more times, but if you overdo it and mess things up more cases than expected, then the hero of "overheating" and a while, can neither move nor attack. When this happens, it's time to hit one of the directions on the cross and switch to a teammate. At this point, the system is activated Combo Break, and allows nakostylyat monster and the restoration time is not spent.

During battles, also produced a special energy Kahn, who plays the role of MP. The greater blow was the player, the more Kahn certain type (power, fire, wind, lightning, etc.? Etc.) is in the air. It is used for special attacks, which can select by pressing the right trigger. But this system is not limited: you can buy new skills, using special glasses, and change weapons with him fighting styles being upgraded ... And almost all - a matter of seconds.
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Although Claire and had to fight twice in her small role: appears from time to time in the frame, but nothing interesting talks Throughout the game the main character twice and change clothes once - hair color. How is it possible - to get out of the depths of his consciousness in a new suit - and asked the other characters, but do not get a clear answer


After such a description is certainly remembered the many Final Fantasy XII. But in reality, in terms of gameplay MagnaCarta II is much closer to some Korean MMORPG, and the more time you spend in the passage, the more convinced of this.Unfortunately, it also grows out of an annoying problem - the monotony. By the end of the first CD player will have three times to visit many locations - just for the sake of the second fight all the same opponents, albeit significantly gaining strength, even thrice. In addition, up to the final credits does not leave a feeling that would be too much in MagnaCarta II is made with an eye on competitors. But not in the plan to get "no worse", but to be sure it was "just like them." Hence, for example, and all of the many plot cliches. Strongly if it spoils the impression? In general, no. Rather, the game just does not fully justify the expectations placed upon it, and really that's the catch can literally every modern JRPG.

MagnaCarta II ***
The game features an extensive system of extra tasks - quests that a player can perform on their own. These instructions will make more than once to recall the MMORPG: go and kill ten monsters, go back and collect ten pelts. There are, however, and mini-games. Say, when Zefi should run from one wounded soldier to another, with the mind spending Kahn for treatment. The task - to wait for the arrival of assistance and not to give colleagues die. Another mini-game offer on behalf of the Celestine undersized shooting monsters. It looks like vsamdelishny shooting.

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