

You do get to customize your appearance somewhat (hair style and colour, face, skin colour, eye colour, five options for each of these), but ultimately your sense of connection is blocked from the beginning of the game. Your heroes are static, it’s not “your” avatar- it’s a character chosen from a list. Somewhat limited, but we can deal with that. You have five classes to choose from, that’s fine.

I wish I could focus more on the positive aspects of MageKnight Apocalypse however there is such an ocean of flaws that anything good is eclipsed by the negative. These heroes ultimately will all fall under your control, as you collect their services throughout the game.Īt this point things already begin to turn sour. Kithana, the vampiress assassin, Sarus the lizardman mage, Tal Windstrider, the noble paladin, Chela, the Amazonian warrior queen, or Janos Freeborn, the steam-punk dwarf with a penchant for guns. As an “oathsworn” servant of a being known as Sythvalus, you play one of five different character archetypes. At this point I should admit, somewhat shamefully, that I’ve never played the tabletop version of this game and thus have no real clue as to its background mythology. MageKnight Apocalypse is a 3rd person perspective action-role playing game set in a mythical kingdom with no name that I’m aware of. All Namco-Bandai had to do is create a great piece of next-generation entertainment to go with their great franchise. They bought the story and world off of WizKids, the company that makes the original MageKnight, a collectable miniature table-top game that is somewhat similar to Warhammer Fantasy, except the painting on the figures is done for you. This is what Namco-Bandai chose to do in developing MageKnight Apocalypse.

How is it even possible anymore to take these elements and make an interesting new game? Well one way is to simply buy up the rights to an established franchise and make a digital version.
