Review: Lichdom: Battlemage

I like playing caster classes in video games. Why muck about with ordinary weapons when you can rain arcane fury on your foes?

Combat in Lichdom: BattlemageBut often mage classes do feel a bit hobbled. You’re mana-starved or baby-sitting cooldowns or an immobile turret or some other nonsense. I hate that.

So when I heard of Lichdom: Battlemage, a game which promises total freedom and unlimited power as a mage, I was immediately intrigued, and I opted to pick it up during a Steam sale.

Mechanically, Lichdom: Battlemage is essentially a first person shooter with some RPG elements. True to the advertisements, your spells in Lichdom are not limited by mana or cooldowns. You can spam them to your heart’s content. You’re also free to cast while moving, and you pretty much have to because enemies hit hard, and combat is very intense and frenetic.

The RPG elements come in the form of leveling your sigils, as well as loot drops. Instead of traditional gear, enemies drop spell components that you can craft into new and more powerful spells.

Unfortunately, it does suffer from the common issue of having copious amounts of loot… most of which is utter crap. Inventory management becomes a major time-sink.

The ruins of Old Drivasser in Lichdom: BattlemageI also would have preferred if they’d just done away with vertical progression altogether and made spell crafting purely a way to customize your abilities, rather than something you have to do regularly to keep your spells up to snuff.

The spell system is a little odd. It’s very deep, to the point of being overwhelming at times, and there’s an enormous of options… but yet it still felt fairly limiting to me. Most of the spell elements and shapes struck me as too odd and niche to be worth using most of the time, though I’ll grant this may be a failure of creativity on my part.

What I eventually settled on was a fire/necromancy/corruption build that involved blanketing enemies with debuffs and then killing them with fireballs, triggering a chain reaction as each dead enemy spawned a new zombie minion and a horde of aggressive insects that would then seek and attack enemy targets.

I did love the necromancy in particular.

“Who is it?”

“Goons.”

“Who?”

My zombie posse in Lichdom: Battlemage“Zombie goons.”

“…Zombie goons?”

Ahem, anyway.

The combat in Lichdom is fast, intense, and satisfying. However, it suffers from being extremely repetitive.

There is very little variety in enemy types in this game. You’ll have seen almost all of them within the first hour or two. Thus, after a while, the constant battles all start to feel the same, and I found my enjoyment of Lichdom petered off as the game progressed. First five hours? Awesome, loving very minute. Next ten hours? Luster’s worn off, but still pretty fun. Final five hours? I just want this to be over.

Another serious flaw is that Lichdom uses a checkpoint-based save system — something I’m not fond of at the best of times — and checkpoints tend to be pretty far apart, which makes death a very punishing experience and makes the repetitive nature of encounters even more painful.

A cutscene in Lichdom: BattlemageThe story is… odd.

It’s almost like a fantasy version of a Stephen Seagal movie, or maybe the weirdest Taken sequel yet.

The story begins with your sister (or wife, if you play a male character) being abducted by a death cult, so of course you go off to rescue her, but then that sort of gets forgotten after a while and you end up just pursuing the cult on a mad quest for revenge. It’s a bit disjointed, and there are a lot of things that are just left hanging.

The dialogue is less than stellar. At first I wondered if they were being intentionally cheesy, but in the end I came to the conclusion that we’re actually meant to take this game seriously, which is disquieting.

Also, I have no idea where the “Lichdom” part of the title comes from. There’s lots of undead in the story, but the concept of liches never comes up.

A mountain night in Lichdom: BattlemageOn the plus side, the backstory for the world — while not entirely fleshed out — was pretty interesting, and I was always eager to learn more about the history of the setting.

Something else that saves what would otherwise be a very underwhelming story is that Lichdom features a surprisingly stellar cast that almost reads like a who’s who of awesome voice talent: Jennifer Hale, Troy Baker, Clancy Brown, David Lodge, Jaime Murray…

Visuals are also an area where Lichdom hits it out of the park. It’s not just that the graphics are fantastic, although they are. I’ve played games that had excellent graphics but squandered them on mostly generic environments.

Lichdom’s environments are often more unusual and exude a great deal of personality. This further enhances the strong world-building I mentioned above.

My personal favourite location was a giant, frozen whirpool filled with ruined ships. It’s not something any amount of screenshots can do justice to — it’s one of the most amazing things I’ve ever seen in a video game.

The land of Zasad in Lichdom: BattlemageOn the whole, Lichdom: Battlemage is a bit of a wonky, mixed-bag of a game. It has a lot of good ideas, but the execution is often lacking.

Overall rating: 7/10

Review: Continuum, “Rush Hour”

I think Kellogg has made a grave tactical error by going after Emily. Not only has he antagonized the smartest and most ruthless man in the twenty-first century, he’s made it personal.

The official logo for ContinuumThe last time something happened to Emily, Alec traveled through time, destroyed an entire branch of the Continuum, and murdered himself to save her.

Imagine what he’ll do to Kellogg.

So, yes, “Rush Hour” is focused on the efforts to rescue Emily.

Kellogg demands Alec undo the damage of his hack in exchange for Emily’s release. Alec allows Kellogg to believe has has acquiesced, but he, Lucas, and Kiera have other plans. Meanwhile, Travis and Garza plan their own, more permanent, solution to the Kellogg problem.

This is once again another busy episode, though, and there is a little more to it than the Search for Emily. We see further development of Liber8’s relationship with Alec and Kiera, get a little more insight into Jason’s past/Alec’s former future, and we see the rather unwelcome return of an old friend.

Yes, Dillon’s back, and I can only assume this is a precursor to some fairly bad stuff. Dillon had pretty much gone off the deep end before Sonya blew him up, and it’s pretty much a rule in fiction that if a bad person is disfigured, they get much worse afterward. He looks like a Sith lord now — it’s not exactly subtle.

The ruined visage of Jack Dillon in Continuum's fourth seasonThis is a bit of another example of Continuum having confusing timelines without the need for time travel, though. One gets the impression it’s only been a couple weeks — at the very most — since Sonya bombed the precinct, yet Dillon has already made a full recovery.

Kiera’s scenes were a bit of a mixed bag this time around. On the one hand, we have more of her pining for future, which I’m not fond of. It felt like we put that to rest a while ago, and bringing her desire to return home back to the forefront seems to be throwing a lot of good development out the window.

On the other hand, her sparring with Kellogg was pure gold. She’s always at her best when she’s playing the badass, and that was certainly the case here. The contempt rolling off her was so searing it’s a wonder Kellogg still has eyebrows.

“Rush Hour” started out a bit slow, but the latter half of the episode was once again an example of Continuum going completely balls to the walls with insane action and constant reversals. Good luck finding a moment to catch your breath.

Emily again stars in an absolutely crazy and thoroughly entertaining fight scene. Whoever the stunt coordinator on this show is, they need a raise. Most Hollywood blockbusters can’t produce fight sequences this good.

Rachel Nichols as Kiera Cameron in ContinuumOn the whole, the second episode of Continuum’s final season is another very strong showing. “Rush Hour” offers nary a dull moment, and is once again a shining example of why Continuum is a show that will be missed, and why I’m so glad it got to end on its own terms.

The ending does seem to invalidate the efforts of the characters throughout the episode, but I don’t think we’ve seen the end of this particular arc, so I’m not going to let it bother me much.

Overall rating: 8/10