In the land of Mystralia, an evil awakens, meanwhile a young girl named Zia has discovered magical powers accidentally causes herself to get kicked out of her hometown. Soon she will discover more to her powers than she ever possible and in the process save the lands of Mystralia. Can she master her powers and save the fate of the Kingdom?
Mages of Mystralia is what I would consider an action adventure in the same style of Legend of Zelda. Zia will travel from each location, helping people with their problems while learning more and more magic over time. While the plot is definitely charming and whimsical, it’s nothing that hasn’t been told before, but its presentation is perfect and gives a dark yet vibrant cartoon feeling that absolutely charmed me. This is something anyone of all ages can play.
When it comes to gameplay, Zia will unlock runes that can be combined to create various spells bases on base properties like lighting, fire, earth, and ice. Combining various charms with other states can create a multitude of casting abilities from multiple fireballs, to huge swathes of ice. It’s one of the best parts about the game, experimenting and trying out new moves. Players can mostly use the base core abilities, but it would be to their advantage to utilize them to their best. Some puzzles will also require using specific move sets or other hidden secrets. It’s simple yet robust feature that is fun to experiment with. Also the boss battles, while not exactly super hard are screen filling and fun to fight in solving how to damage them.
While there are a few side quests here and there, most of the journey will be about progressing the story. Granted there will be plenty of times where players will find an area to explore that is blocked to do Zia not having an ability. So going back to various places after getting new abilities can lead way to extra runes to add something else to attacks if need be.
Mages of Mystralia biggest issues are nothing really in terms of gameplay or charm as it’s fairly competent all around in this regard. Those looking for a challenge will most likely find the experience a bit too easy. It does seem to pick up a bit hallway through in challenge though but still nothing too bad. The core game is also only around 7 or 8 hours depending on play speed. It’s pacing is quick and it doesn’t seem to really leave from for any real slow moments. Unfortunately, as much as I wanted to finish the game before review, I did happen to run into what I believe is an extremely rare glitch that won’t let me progress forward. I was fighting a ghost that surrounded me with acid, I threw a fireball and he struck me, both dying in the process. Going back the ghost enemy was dead but the door unopened. I later confirmed trough a YouTube video of the PC version, this was indeed supposed to open. I let the developers know and they have already updated the game, just before launch — no worries on that happening ever again.
Even with the way my experience ended and then resumed, I still found the game a joy to play. Mages of Mystralia is a solid title that offers a classic fantasy story with heart and a great magic system that I will surely jump back into once the game does get an update. The story might even surprise players just a tad. Overall, every time I jump into the game, I have a blast experimenting with magic and it’s all wrapped around a game that is wonderful. I can’t wait to jump back in for the last hour or two and finish it up.
A pre-release PlayStation 4 code was provided by the publisher for review purposes