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Thread: Magic 2012

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    marc polock's Avatar
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    Default Magic 2012


    Previous year's Magic: the Gathering - Duels of the Planes walkers was an unanticipated success for Wizards of the Coast and developer Stainless Games. Planes walkers 2012 is an attempt to capitalize on that novel detected audience and bring them into the tangible Magic: the Gathering TCG fold -- a goal it determinedly achieves for with improvements to previous year's model, such as a more robust run, and more cunning AI -- a much-required fix for the last game's push over-able foes.


    Other key characteristic is, of course, the addition of more advanced cards that will let go as section of the 2012 Magic: the Gathering core set. Yes, also in the virtual world, you can't ignore the good old fashioned pattern of trading card game iteration.


    Planes walkers 2012 is composed of three core campaigns: A standard path of one-on-one duels with AI opponents whose decks you unlock with each victory, a "Revenge" mode in which said opponents have also beefier decks and an entirely novel game type, Archenemy.
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    In this way, 3 players are matched versus above the powered opposite; a fun mix with the traditional Magic formula. It's a variation that's eact for the TCG's video game adaptation -- it's not always simple to detect 3 other friends to play some Archenemy in the actual.


    The online portion of the game has received actually just one remarkable advancement: You can now play the game's Two-Headed Giant mode online. In the original, you could just play the frantic two-on-two matches locally -- being capable to do thus without being within plugging distance of one another creates the co-op kow a much more accessible mode to play.


    For many, the inability to import any cards or decks from the last game is probably going to be the sub-sequence's biggest drawback. It's disappointing, not just because of all the hours returning players false spent grinding for cards in the first game, but even because some of the novel decks lack the punch of their O.G. counterparts.


    That qualm apart, it's refreshing to watch the novel ability to customize decks, a characteristic the community clamored for in the original game. When some may take issue with the inability to tweak land count, being capable to tweak only about all else is a huge development above the previous game, in which tweak capability was an afterthought.
    Last edited by marc polock; 01-13-2012 at 02:14 PM.

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