
Your magic can change the world, but at what cost? Battle dragons, skyships, and evil Inquisitors, as you protect your homeland, conquer it, or destroy it forever!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I wrote a 4-page long review for the game, then I realized that no one will care to read all that, so I tried to compact it down as much as possible: The writing in this one? pretty good, the descriptions of places are sometimes interesting, and some characters are pretty lively, but it is also held back by the extreme railroading. The first time around I wanted to play as a psychopath to cause the most damage to humanity but kept failing at it due to ♥♥♥♥♥♥♥♥ reasons. I, the wizard who could erase a town within a few minutes stay in the village I was born in for no reason? Then when it turns out I can use dark magic, I get arrested by completely normal city guards? Why didn't I just blow them up? grow wings and fly? (happened at 4 points in the story btw) maybe use glamor to mind control them into leaving me alone (also happened many times), maybe use divination to see that they are coming and prepare some kinda attack against them, use automation to make a golem servant (also happened) who will beat them to a pulp, and so on. Many times my immersion was broken by me asking: "But why didn't my character solve this issue with a certain magic he was shown to be capable of some chapters back when my magic stats were much weaker?"(OK I didn't always ask that I was just thinking: really? that's ♥♥♥♥♥♥♥♥). And this issue is always there. I accepted an invitation to [spoiler]be the royal mage of the queen[/spoiler]. why though? My first 2 characters, a mostly negation-based wizard with a ♥♥♥♥♥♥♥ of destructive power and a burning hatred for human life, and the second one, life magic, and fighting-focused spell-blade with like 5/100 empathy and greed for power wouldn't even care to reply to such an invitation, yet, I don't get a choice and must always go to that place. Later I tried my best to make a character that would not get an invite, but then my character wrote a letter to be there, without me having a choice. Due to railroading, I feel like whatever I do will always be of least importance, since even if at every possible choice I lean towards a psycho, I'll still be someone who asks myself if it was right to kill those people, and there is no choice to say "yes, I enjoyed it" or "the deaths of ants doesn't matter", it will be "it's for a good cause" and varying degrees of guilt in the other ones. When I make a powerful wizard, I get captured by nobodies, when I make the best fighter, I also get captured, though at a different point. I make the most charismatic and mind-control-focused guy, I still get beat up by some old man who found out I'm a wizard thus I must die. And this list goes on and on. If you can ignore this ♥♥♥♥♥♥♥♥ and you take joy in the little romance this game has or just enjoy talking to people, go ahead. If you want not even a sandbox, but a world where your choices have consequences, I recommend trying something else. Now that that is over, let me present the many ideas I had when I looked at the game's magic system. This is not part of the review and is full of spoilers so don't read it if you don't want to get spoiled. As a life mage, I thought I could heal wounds and influence plants to some degree, but it turns out that I can modify myself and create completely new life forms. A few examples of what I did: A crop that can survive anywhere and is nutritious spreading across the empire and changing the profession of farming. Making the empire's air force Dragonriders instead of airships. Making some sort of giant bugs with really strong outer shells that are great for mining and don't care about cave-ins. There are more examples, but I think you get it. Life magic is strong with imagination, but I think this novel lacks a lot in that department. Now for my ideas of what could've been done with life magic: -Making a bio-weapon using mushroom spores and ending the war before it began -Modifying my own body to be that of a superhuman. At some point in the story, I had the choice to grow wings, and when I couldn't carry something heavy, I just increased the muscle efficiency, density, and amount to make strong wings. Why didn't I do that on my regular muscles? The game says that every magic has a great drawback, and life magic's big drawback is that it may cause unexpected changes. When I gained wings I lost subtlety and fighting, due to me lightening my bones and my body mass in general. When I changed my face so the inquisitors don't recognize me, some features became permanent. So if I change my body to be like a giant with extreme physical strength, then I will lose subtlety, charisma, and maybe some of my humanity, but if I can crush to paste whoever I want why do I need any of those things? Why don't I make myself have the brain of a dolphin mixed with a human's for intelligence and 0 need for sleep? And if I'm worried about unexpected changes, why don't I make a copy of myself and experiment on it, or just random animals like monkeys for example? Why don't I make myself have the scales of a pangolin reinforced with steel? Or why don't I change myself to a bigger and stronger body, like a dragon's? and so on -How about making life that is more intelligent than humans are, then teaching it magic and telling it to create something even better than itself with its intelligence, then telling that thing with its even greater intellect to create a life form that is even better at it, then repeat this process until I create a godlike being? -How about using my abilities to make an army of magic-capable creatures that can survive anywhere and annihilate anything using either their physical features or magic? -How about using life magic to gain perfect control of my body so I don't have to worry about anything like emotions influencing my actions ever again? And the list goes on and on, but I also want to include some other schools of magic too: Automation: being able to create magic-powered machines by drawing energy from the eternal storm above. In a different run, I created a luxgladius (strongest sword, basically some kind of light-saber) and a golem. The limitations on the luxgladius were because of impracticality and energy concerns, but if I make many golems wield it, and use great amounts of energy from above, why can't I make a massive laser pointer with the strength of a weaker death star? How about covering the golem's armors with antimagic obsidian (which exists in the story) and making them strong, so they can only be destroyed by magic (due to humans innately being incapable of breaking a mountain), but they are immune to magic from the outside due to being covered in antimagic material. How about making artillery using negative energy canons (also happened) and destroying the other country's army without them even knowing what is attacking them? Since the greatest drawback of automation is that it will strengthen the magical storm above, how about moving underground? Shouldn't be hard if I make giant untiring machines with intelligence. Or since levitating ships that can stay in the air indefinitely exist, how about moving your headquarters above the clouds? Make the golems immune to magic go down and get resources, otherwise live undisturbed above the clouds? How about making some massive machine that can contain the storm in a compact size? etc. And if all of this seems to take way longer than your lifetime, just become a god. Yes, really. There is a shop in the last segment of the game where you can buy a book called the theory of immortality or something like that. And when the dark sun erupts you can harvest that power to become a god. Now you have all the time in the world to do whatever you want. I had some more ideas but no way anyone is reading this mess anyways so I'll stop here. It appears like this one also got quite long, but at least it is about a thousand words shorter
Reviewing (mostly) every game (or DLC) in my library, part 620: ⭐️⭐️⭐️⭐️⭐️☆☆☆☆☆ (5/10) Yeah, I gotta be the only person not to enjoy [i]Choice of Magics[/i], the incredible Kevin Gold's third work. It came as a surprise to me, too! [i]Choice of Alexandria[/i] and [i]Choice of Robots[/i] are two crowning jewels of ChoiceScript, and I thought [i]Choice of Magics[/i], with its longer word count, would knock it out of the park. But nope. What struck me was both the pros and cons of [i]Choice of Magics[/i] were ones I pointed out in his past work. Which is actually kind of a sweet thought, now that I think about it. Gold's writing is still so uniquely him. His strengths are the same: player choice, worldbuilding, and mechanics. However, his flaws are even more pronounced: stilted characters, flat writing, and abrupt pacing. Super abrupt pacing that took me out of the narrative so strongly that I could not return. That I got a bit [i]annoyed[/i]. Sigh. Still, thank you to the staff, as usual, for a free copy! [b][h2]Pros:[/h2][/b] ✅[b] Magic system.[/b] The aforementioned magic system is honestly fresh and got me interested quickly. Put simply, every choice you make has consequences—as it should be! I used Glamor, Divination, and Vivomancy the most. Glamor can charm (or mind control) people, but it will make your body rot from the inside. Divination reveals visions or secrets, but will expose your own location or secrets to others. And Vivomancy can heal or change living things but not quite the way you intend. I thought this decision was brilliant. I usually min-max my way into the best ending, but I find myself settling for worse decisions because I didn't want to use my magic. You’re constantly weighing whether solving a problem now is worth the long-term consequences. I [i]can[/i] do pretty much everything, but should I? Listen, I LOVE a story about the price and burden of power. ✅[b] Mechanics.[/b] For all my criticisms, Gold has consistently honed the gameplay part of Interactive Fiction. In this game, there's: *deep breath* an Apperance section, where your clothes affect your stats; five Magic aspects you dabble in, using a unique bar graph image instead of numbers; four Skills; three personality bars; a Relationships section; a Kingdom Power and Adoration/Villification section; a whole ass Inventory section; a Pets section; and even a section on The Dead. Umm, am I playing an RPG or something? There's so much [i]stuff.[/i] Sometimes to the game's detriment, yes (more on this later), but if you want [i]choice[/i], you'll get it. My favorite part, however, was the Plot Points section, where the game keeps a sentence of the little or big choices you make throughout each chapter. My Chapter 1, for instance, had fifteen choices counted! The work that must have gone into this game is crazy. ✅[b] Exploration of faith.[/b] There are some really cool ideas Gold is touching on here without falling into the simple clichè of "religion bad." Without getting too into the weeds, you have the opportunity to become a saint. A real saint! I, of course, jumped at the chance. However, it's revealed that the [spoiler]miracles the saints do are less miracles and more magic. Interestingly enough, the Church is aware of this and wants to restrict magic to a select few—not out of greed, but because you can't trust the unwashed masses with magic. Or so it says.[/spoiler] However, you can shape your own beliefs. Do you agree with the Church for practical reasons? Do you refuse to engage with them? Or are you a devout follower? My favorite part was when I got to act as a saint. You are called upon to perform healing miracles, resolve disputes by magic (or not!), and advise the queen. I need a Saint Simulator, basically. [b][h2]Cons:[/h2][/b] 🟥[b] The pacing is off. Really, really off.[/b] I genuinely don't know how else to describe it except "narration happens, you react to a vignette, and that's it." The first five (out of eight) chapters are my best examples. A very short summary, but: the world is hostile to magic users like yourselves. However, in the span of five chapters, you learn magic. Okay, I can get behind that. Although magic users are persecuted, you are elected to be the town wizard. Hmm, okayyy. A bit odd, considering the state of the world, but the plot has to move forward. And then two dudes come to arrest you and take you to the city. Uh? Each of these could have been a full arc on its own, but instead they’re compressed into quick transitions with minimal buildup or fallout. My breaking point came when I was offered to become a saint. No real rhyme or reason why; it seems quite obvious to me that Gold wished for the reader to roleplay as a saint, so he made some vague excuse. But a saint. I’m a freaking SAINT in five chapters??? Girl. That should be a life-changing, world-shattering moment. But it's [i]over[/i] within a couple of scenes, and virtually everyone is quite chill with this unknown peasant becoming a saint. ➡️ [b]I really have to double down on this stilted feeling.[/b] It truly feels like Gold went for wide rather than deep—fine, but not fun to me. My own personal Chapters 4 and 5 were quite short, both lasting literally five minutes. I feel like it's anti-climactic, or too dry, because there's too much summary exposition. I don't feel connected to the characters when the story fast-forwards and just vaguely explains what happened. This style was present in Gold's past works, but it's most egregious here, with months or years passing by in the blink of an eye. The story takes giant swings but never actually follows up with any actual development. You meet a romance option, the village mayor, and live there for a while, but after I left for the city, I had no interaction with him at all. Same for the other love interest. They show up once or twice, but once they're done serving their purpose, they're literally just gone. 🟥 [b]Poor romance.[/b] I did not feel emotionally connected to any of the characters, but I decided to romance the queen anyway—#girlboss, #milf, etc. But I was ... less than pleased. No joke, in quick succession, I had: an intro scene, a scene to give her advice, then flirt, a dinner date, then a kiss. In like, five scenes bro. I don't even KNOW this lady! To be fair, Gold does [i]try.[/i] He gives the queen (whose name I had to look up, RIP) some backstory and an attempt at character development, but it falls flat. At the first chance at friction, Queen Thecla caves, possibly to appear more palatable as an RO. For example, there's a scene with Tal, your childhood best friend, and the queen. Tal forcefully advocates for shapeshifters' laws, and Queen Thecla replies [spoiler]"I knew you were a shapeshifter from the moment you asked about it. Just say what you're going to say" and "The queen's eyes widen as she contemplates the implication. 'I suppose they are my subjects. . . .'"[/spoiler] This might sound ♥♥♥♥♥♥ and/or nitpicky, but this scene encapsulates a lot of my irritations. The exchange is supposed to show conflict and growth, but it comes off as blunt and rushed. I found it hard to believe a queen who supposedly follows society's ideas about royalty and shapeshifters would allow a relatively unknown [spoiler]shapeshifter[/spoiler] to speak to her in that way. That makes the interaction feel less like a believable exchange between two people with different stakes, and more like the narrative fast-forwarding to the “right” outcome. [hr] If you enjoyed this review, please check out my curator page to find more: [url=https://store.steampowered.com/curator/45814768-Verdict-Play-or-Pass/]Verdict: Play or Pass. [/url] Also, please leave a like and visit [url=https://steamcommunity.com/groups/Indie_Gems]IndieGems[/url] and our [url=https://www.youtube.com/@IndieGems2]YouTube channel[/url] for more reviews like this one. [/hr]
[i]Choice of Magics[/i] is a text-based choose-your-own-adventure novel developed and published by Choice of Games. For those who may be familiar with some of Choice of Games' more well-known titles, the writer of [i]Choice of Magics[/i] is the same one who wrote [i]Choice of Robots[/i]. The basic premise of the story is as follows. Your character (whose name, gender, etc., can be customized) is exploring the ruins of what was once a magic academy. You're fascinated with magic even though the society you live in condemns magic, since it was responsible for the destruction of civilization thousands of years ago. However, you believe that magic can bring about good in the world, so you and your hunter friend, Tal, go exploring the ruins, looking for any valuable magical knowledge as well as any other valuables. That's how the beginning of the story goes, and from there, well, I won't say more to avoid story spoilers. XD As for the gameplay, [i]Choice of Magics[/i] is entirely text-based with plenty of choices. Thus, the choices you make decide which one of five paths of magic your character pursues to study as well as any possible romances, etc. As I mentioned earlier, you can customize your character however you wish, and also, you can decide early on whether to turn on the option to see how your choices affect the magic that's influenced. Since the game is entirely text-based, there are no visuals or audio. However, there are the usual Steam achievements, and there are a lot of them. Now that I've gone over the story and gameplay, I'll move onto my critique. Even though it has been a while since I last played a CoG, I enjoy getting the chance to read them. As I was in the mood to read a good story, I decided to try out [i]Choice of Magics[/i], especially since I highly enjoyed the writer's previous work, [i]Choice of Robots[/i]. However, I won't be making comparisons between the two. Anyway, I'll start off with the story itself. The fantasy genre is highly popular, and [i]Choice of Magics[/i] has plenty of that. (Well, the mention of magic should make that obvious. lol) I like getting to customize my character, so the player isn't tied to any specific gender, etc. Also, you can choose the option not to pursue romance if you'd rather enjoy the main story although I chose to have romance (for getting all those achievements). I went through multiple playthroughs of it, and I liked how each one is different. Pursuing different paths of magic can result in the story unfolding in different ways. For example, you can choose automation, which makes objects come to life, or glamor, which can make the user seem more dazzling to those around them. However, magic always has a price, as the main character learns. As the story makes it a point to mention that magic is taboo except in the Church, which calls it a miracle, your character can choose to go against the establishment or favor it. As for the romance paths, although they're not the main focus, they're well written, and I liked the variety offered. For example, you can have romance with Tal or even romance the queen of the kingdom. It's all up to the player. As for the cons, I'd say that one is the lack of a save function. Yes, I know that there has never been such an option in novels by CoG, but it would be great if there was a way to save. As I played through the story, I noticed that you can get several different endings, but most of the choices you'd make would be the same. Only a few choices would make the difference in regards to getting particular endings and/or achievements. It can feel tedious to play through the story from beginning to end (which has nine chapters, btw) just to get a particular ending. Also, I noticed a couple of grammatical errors, mainly in regards to missing words that make the sentences sound a little awkward. It's not a huge deal, but it's something I thought I should point out. Overall, would I recommend [i]Choice of Magics[/i]? If you like text-based CYOAs and particularly the ones by CoG, then I highly recommend giving this a try. If you especially liked [i]Choice of Robots[/i], then you should give this a go, seeing that it's by the same writer. For the asking price, you'll get a lot of playtime hours. Also, there are plenty of endings (including dead endings) and Steam achievements, so they're fun to pursue. ^^ [quote]Flying free and writing reviews solely for [url=https://store.steampowered.com/curator/44702020/]The Introverted Gamer[/url].[/quote]
I have fallen in love with this game. Pros: -You can really feel your character. There are so many opportunities to define your character and really connect with them. What are their defining features? What do they like to wear? What does their room look like? All of this makes the experience more rewarding. When your character does something awesome, you can picture them and it feels like YOU did something awesome. This is a nice change to other games in COGs lineup, where most of the time you know their hair and eye color and what they're wearing and that's about it. -Everything feels connected. Choices you make all throughout the game come back to be reflected later down the line, and sometimes when things would be referenced I was like "Wow, the work that went into this is amazing." Are you like me, and get annoyed when a game has a set track and it feels like the choices you're making most of the time are flavor text that aren't sending the story in different directions? NOT THE CASE HERE, MY FRIENDS. I am here to announce that up until the very last page of the game you feel like almost every choice you made throughout made a difference in how the story progressed, how your relationship with the characters developed, or what endings were open to you. Fabulous!! -THE CHARACTERS. I've read some other reviews and Reddit posts before I bought the game that assert that the supporting characters could have been more fleshed out and that they were hard to connect to. I agreed with them... until I got halfway through the game. There are two scenes in particular that stood out to me, that I was GLUED to my computer screen, feeling like I was right there with the characters. I won't describe the scenes because -spoilers- but all I will say is: Tal and Cos both made me tear up with their wholesome friendships and I love them both. (And Vera made me smile quite a bit, both my character and me fell in love with her for good reason, and my ending with her made me honestly sad that I wouldn't be able to read more about her.) There are more things I love about the game, but those are the big three. Now, on to two things I did get hung up on here and there as the story progressed... Cons: -CHARACTER DESCRIPTIONS. Now, this might be confusing considering what I said above. Let me explain. The characters PERSONALITIES are well developed and made me honestly feel for them all throughout the story. BUT... As I read a story, I imagine everything that is happening, and often I had a hard time picturing the supporting characters throughout the story. It would pull me up short. What color is Cos's hair? What color are Vera's eyes? Is the queen's hair long? To her shoulders? The queen's dresses are very detailed and sound beautiful... but I cannot even begin to imagine her face without stretching my imagination. I don't need in-depth descriptions of every character in the game. Of course not. But the characters that accompany us all throughout the story, the ones we romance and possibly marry, how is it that I have a hard time picturing them? Overall, this didn't take me out TOO MUCH, but it is what made me stumble the most while reading. -ENDING REQUIREMENTS. If you are interested in your character not dying, and not being locked out of an amazing amount of endings by choices you wouldn't think are important... You need a way to save. I am completely serious. Do not play this game without looking up how to "save" your game in a COG game so you can go back and try different options throughout the story. Being able to do this is something I would recommend for every single COG game, but especially this one. Normally, you can tell what each choice will do... normally. There were a few key points where I honestly could not tell what my choice would do, and being able to "save" kept it from being frustrating and kept me having fun! With all that being said... This has become my favorite COG game. I actually drew fanart for the first time in a year thanks to all the loving work put in by Kevin Gold, the editors, the scripter, and all the testers. It's also encouraged me to look into Gold's other works, because if this is showing off his talent... well, I have more to check out!
Отличный текстовый квест от Choice of Games, наверное, мой любимый из пройденных этого разработчика. Более 500тыс знаков и солидная вариативность. Это на самом деле ролевая игра, можно быть как отъявленным негодяем, который будет предавать своих соратников и в итоге уничтожит мир и себя самого, так и величайшим героем, святым и даже богом. А можно в результате неудачного стечения обстоятельств сойти с ума, не добившись ничего, или вообще быть превращённым в черепаху. За 20 часов и ряд прохождений я открыла примерно 40% текста, так что реиграбельность огромная, как и количество концовок. Статы в игре тоже очень разнообразные, мы можем развивать пять видов магии, а также есть черты характера, меняющиеся в зависимости от поведения героя. Они в целом работают логично, но иногда дают непредсказуемый эффект, особенно это касается концовок. Сюжет интересный, разветвленный и замысловатый. Иногда в текстовых квестах сюжет прописан довольно линейно, но здесь действительно есть ощущение влияния наших выборов на мир, окружение и главное самого героя или героиню. С таким количеством знаков автор развернул поистине грандиозную и эпичную историю. Под конец расскажу и про ложку дегтя в этой бочке меда - концовки. Они наступают неожиданно и как-то резко. История, которая была прописана подробно и последовательно заканчивается скомкано, и остается легкое чувство неудовлетворенности. Немного не дотянул автор с эпичностью и размахом в большинстве концовок. В итоге, это игра за 170 рублей, которая подарит вам десятки часов чтения захватывающей истории. Английский в ней не сложный, поэтому подойдет практически всем, много терминов знакомых по РПГ и играм с магическим сеттингом. Я играла в нее последний раз давно, но и сейчас воспоминания довольно яркие, история оставила свой опечаток. Рекомендую к ознакомлению.
A beautifully written interactive novel set in world that weaves together strands of post-apocalyptic and magitek settings. The characterisation is deep and believable, and the multitude of skills and decisions mean you'll have plenty of reasons to play through time after time.
One of the greatest text-based adventure games. Every path of magic, every route has actions and consequences. No matter your route, you feel accomplished by what you've done; and you can either feel a sense of emptiness or satisfaction depending on how to choose to act in the final chapters. Actually made me put my hands together clasped, thinking, after my ending. Spoilers for my ending; [spoiler] I went full into Vivomancy and Glamour and was surrounded by everyone I loved and worked with as I laid there dying from rot, not letting anyone die for me to live; and making sure the nation was in good hands with a future generation of intelligent, careful scholars. It was extremely satisfying, never compromising on ones morals. [/spoiler]
This game is well written and so much fun. There are loads of choices that really seem to affect your story.
I'd give it a 6/10 because although there's nothing awful about it, there's nothing amazing either. The flow of the story feels weird to me; it feels kinda fast and I felt that it moved on from choices rather abruptly. The main character doesn't really feel like a properly fleshed out character and the same goes for the love interests. The stats are too much of a big deal to make it feel like you have a real say in how you play the story and I just couldn't get invested in the plot either; I'd zone out and skim read and end up so confused. So yeah, not a terrible game but definitely not great, I'd say mediocre at best.
첫 페이지에서부터 숨이 턱 막히는 한국인
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