An Unreal Hero: MagnaCarta 2 Review


I was recently extolling the virtues of the Japanese role-playing games to an acquaintance who appreciated more action-oriented diversions. He explained that while he had neither issues with androgynous characters design nor a derivative plotline, combat handled through a menu system left him disinterested. “More RPG’s should be like the Legend of Zelda [series]”, he stated, “those games would have never been as successful if Link just picked different commands.”

Had this conversation occurred before the release of MagnaCarta 2, I would have had been able to make a convincing contention. The recently released 360 RPG forgoes many of the archetypal RPG tropes- from the elimination of turn-based combat, to an insistence on arduous level-grinding. Yes, MagnaCarta 2 dexterously straddles the space between traditional JRPG, and it’s more western equivalent- games like Elder Scrolls IV: Oblivion and Champions of Norath.


Considering the game’s Korean origins, MagnaCarta 2’s plotline of a rift between Northern and Southern forces seems overtly figurative. As each faction obstinately clings to their beliefs of moral supremacy, we are introduced to Juto, an amnesiac young man from the South. He is the archetypical reluctant hero, unable to pick up a proper sword until his homestead is devastated, and his sister-like mentors are attacked. While MagnaCarta 2’s plotline nearly treads into soap opera-like territories, with characteristic twists common to the genre, the title’s character development is to be commended.

MagnaCarta 2’s mission system allows for a series of requisite and optional quests in specific areas of the map, until another piece of the game world opens, typically via a boss encounter. Players are allowed to acquire multiple simultaneous missions, which saves a lot of the backtracking this is customary of the RPG genre. Although the game world isn’t particularly vast, gamers are given both a map of the immediate surrounds, and a more detailed view with a press of the back button.


Abstaining from the random boss encounter that frequency occurs within many RPG’s, MagnaCarta 2 often gives players the option of vanquishing an environment’s enemies, or even walking right past the foes. By default, the player’s team is set to a hurried pace; a press of the left trigger readies weapon and slows the party’s walking speed. Without an unnecessary transitions or load-time pauses, gamers may then attack opponents with real-time strikes. Players accustomed to mindless button-mashing will quickly discover MagnaCarta 2’s battle system holds furtive depth- simply hammering on an attack button will cause protagonists to overheat, and leave them defenseless. The title also incorporates a compelling chain mechanic which allows players to cycle through party members just as their stamina is about to deplete, initiating a devastating combo attacks. However, players that miscalculate their attack, can leave two characters vulnerable, putting the gamer at immense risk. Overall, combat is consistently immersive, and capably executed; the sporadic A.I. subordinate who inexplicably gets obscured behind an obstacle is the mode’s only drawback.

By utilizing the Unreal 3 engine, MagnaCarta 2’s visuals compare to the now-gen sumptuousness of titles like Lost Odyssey and Blue Dragon. Character models are impeccably rendered, while the title’s enemies are some of the most imaginative beasts seen in the genre. While the title’s voice acting is certainly agreeable, some lines suffer from a lack of continuity- volume and tone can change noticeably during conversations.


Players fatigued from the similitude of role-playing games, are highly encouraged to seek out MagnaCarta 2. With a distinctive battle system, opulent visuals, and a lengthy quest duration, the title may have the ability to persuade disenfranchised players that the RPG market isn’t entirely stagnant. Like the emblematic protagonist common to the genre, MagnaCarta 2 might be the unlikely hero who emerges as a triumphant liberator.


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