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There’s just something inherently fun about mixing alien sci-fi with traditional videogame fantasy. Helicopter turtles, rolling balls with sniper shots, dogs with tractor beams, the possibilities are near endless. This can result in some real hilarity at times, as you can give anything you can trap whatever attribute you want.
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There’s also plenty of secrets to be found, including developer commentary and recorded conversations, patch notes, and more by going to places the game doesn’t want you to go to. For example, there’s an overpowered monster called the Hiver Queen you can kill by gathering a ton of monsters and giving them fire attacks, or you can find a creature with the mind swap power, toss it at the queen, and watch as it one-shots the beast and gives it new properties, allowing you to swipe the queen’s hive mind ability from the corpse of the mind swap initiator. The game is all about solving puzzles by questioning the very rules of the game, meaning there are dozens of possible solutions to most every problem. You yourself can even ghost upon losing all your life, letting you interact with ghost objects and ignore hazards like lava. You can also pour life into “ghosted” (aka dumbed out) parts of the world to bring them back to the physical realm. You can also gain the ability to command them with Pro’s arm, creating way points they follow for the sake of solving puzzles and commanding an army. As you trap more creatures, you can loot them for these behaviors and splice them onto other creatures, completely changing how they function. Using that life, you can trap creatures and objects, then edit their behaviors, changing what they see as allies and enemies, how they attack, how they move, and even give them special abilities.
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You have no combat ability due to Ish’s desire to remove combat, but Pro introduces you to tears that give you life. Thus, the mechanics of The Magic Circle are based around manipulating the world itself. He wants you to bring down the sky and see what’s hidden behind it, to destroy this unfinished eyesore and see what makes it tick. To that end, what he wants you to do is rip the game apart from the roots. He desperately wants somebody, anybody, to finish the game, because the current “gods” (whom he also calls “Sky Bastards” for their in-game avatars) surely never will. When Pro, the hero of the space game now locked away, calls the world a joke, he isn’t kidding. The creation of the game inside the game is a complete mess, with an entire System Shock style version of it buried deep that never saw the light of day because of Ish’s real life frustrations and clashing between him and Maze on what was more important to finish the project. All three have their own interesting perspective you come to understand fully, but you also see firsthand what happens when these three necessary views are unable to find common ground. Coda, the game’s true antagonist, represents the fan, someone who obsesses over the work so much that she wishes to recreate and perfect the existing work than allow the creator put their own soul in the project and change it into something else. Maze is a pro gamer who believes in the power of systems and skill, even giving a lecture on her frustration with story robbing a game of its mechanical dance.
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Director Ish is an obvious parody of Richard “Lord British” Garriott of Ultima fame, the champion of the thematic narrative. The three main human characters all represent different cultures and even actual people. It’s less interested in targeting popular games and more in creators.
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You then enter The Magic Circle, in more ways than one.Ĭreated by a small group of former Shock series and Dishonored devs, The Magic Circle is yet another game about games, but it comes from experienced developers instead of outsiders or indie devs this time. The letters break apart as you enter the void.
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You select the new option “Pro Mode.” Suddenly, you can more around the menu like it was part of the game world. And then it says it needs you to finish it. View credits (mostly giving credit to Ish), then kick back to menu …where two square eyes stare at you from inside the logo’s circle, calling the game you just played a joke. The cutscenes are bugged, and you see the planned ending from another planning discussion. It’s nowhere near finished, massive swaths non-existent. The two guide you along from here, you realize the game you’re playing is barely in alpha stages. “What possible story could survive these conditions!?”
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