The first Magic: The Gathering - Duels of the Planeswalkers was a huge success when it hit Xbox Live Arcade in 2009, ranking among the top most-played games on that platform. An easy sequel was seemingly a no-brainer, and now Magic: The Gathering - Duels of the Planeswalkers 2012 has been bestowed upon us..
After playing a good two or three years of the trading card game in high school during the 4th Edition/Ice Age/Homeworlds era, and having loved the living hell out of Microprose's 1997 Magic: The Gathering PC game, I said to myself: "I haven't played Magic in ages, so maybe this game will be fun!"
Turns out I was wrong. Somewhat.
Magic: The Gathering - Duels of the Planeswalkers 2012 (PC, Xbox Live Arcade[Reviewed], PSN) Developer: Stainless Steel Games Publisher: Wizards of the Coast Released: June 15, 2011 MSRP: $9.99 / 800 MS Points
For players new to the card game, there is a very clear tutorial that guides you through the basics in a single scripted game. Because Duels of the Planeswalkers is supposed to be the more casual-friendly videogame version of Magic: The Gathering, the tutorial does a great job at guiding people through the basics without taking forever to do so.
Each turn in the game is divided in a main phase, a combat phase, and another main phase. During the main phase you lay down land cards that provide mana, which you can then use to lay down things like creature cards and equipment cards on the virtual table. The combat stage is where you let your creatures attack -- who can only attack the opponent -- and where the opponent chooses his creatures to block individual attackers. Most of the attacks you do in Duels of the Planeswalkers 2012 revolve around summoning creatures and managing them to deal as much damage to your oponent as possible.
A creature has an X/Y indicator, for instance 2/2. That means it can deal 2 damage (power) and receive 2 damage (toughness). Pit two 2/2 creatures against each other, and both will die as damage is dealt simultaneously -- unless special characteristics like First Strike come into effect to make one of the creatures deal its damage before it receives any.
The second main phase is traditionally where you play some cards you held back to prepare for the opponent’s turn, or to surprise him or her with clever tactics after the combat phase has been resolved. The tutorial makes you do things like placing a land card though; something that I've never heard of during the time I played the card game, but this is a casual take on it so let’s roll with it.
Playing a game against the computer in one of the campaign modes seems to be designed to emulate a match against a real player. Every stage has a three second time progress bar with a sound effect that may drive you nuts, during which you and your opponent get the time to "think." However, this results in sitting idly while the CPU goes through its own stages even when it can’t do anything.
If it places one land and doesn’t have a card to play, it will just go through the motions as if it does have something to do and makes you sit through all of it instead of just skipping to your turn. If you happen to not be able to play anything yourself, you'll go through the same motions of waiting for the game to catch up.
Frankly, it's ridiculously annoying if you are not the patient type. A Magic videogame should make it easier and faster to play a quick game, instead of making you even more annoyed with a slow pace than a real life game can make you at times. Except in real life, you can have social interaction while you wait. It doesn't help that the game's time bars get truly obnoxious if you happen to "buff" creatures.
Some creatures have abilities that let you spend mana to increase their strength, for example one mana for +1/+1 to their power and toughness. If you happen to have eight mana to burn, that means you'll sit through eight of these three-second progress bars in a row. Followed by yet another one just in case you weren't entirely sure if you wanted to end that phase like that. A lot of times, you can play Duels of the Planeswalkers 2012 while browsing on your phone or laptop and waiting for the game to finally catch up.
The issues with the core interface get worse as the game wants you to press a button to progress in some cases, but refuses to let you skip the progress bars other cases. This can result in you occasionally pressing the wrong button at the wrong time because you're being impatient, and either get an "it is not your turn" message or worse: accidentally skip the entire combat phase of your turn.
You can turn on an option that makes you press a button to progress any of the the main phases so they don't progress automatically, but that doesn't remove the progress bars. If possible, it turns the entire gameplay into the something that matches Ninja Gaiden Black levels of frustration -- except not in a good way.
It's not hard to see the rationale for this system though, as it mimics how an actual game is played out and offers some time limits to speed up online play. One could argue that for casual players new to Magic, this system offers some more structure than cutting up a turn into a load of phases that you have to manually progress through.
The progress bars are also there to give you the option to pause the game and cast Instant or Interrupt spells that can disrupt your opponent's plans before they are played out, or to activate an ability of an attacking or blocking creature for a similar effect. But as you only really use a few buttons in the entire game, the inclusion of a simple "skip" option would've been more than welcome for the many instances where nothing happens at all.
Other than these issues which may severely affect the amount of fun you will have with the singleplayer campaign, the virtual table you play on works really well. Cards can zoomed in for full detail, although I wouldn't recommend playing the game on a standard definition TV. Tips are also available for some of the cards' special abilities and features -- some of which will be new to people who stopped playing Magic years ago. All the information you could want is at your fingertips, and it's relatively easy to find for all types of players.
The game's singleplayer modes are split between three campaigns, simply called Campaign, Archenemy, and Revenge. Campaign sees you progress through fights against a handful of AI opponents, with optional puzzle-like challenges that can only be solved in a certain way. The challenges are fun, if not very hard once you figure out how the game wants you to approach them. Revenge is basically Campaign with the AI opponents in a different order of appearance. Archenemy is the big new addition to Magic 2012, and lets you and two others fight a single AI opponent with 40 hit points (instead of the regular 20) and special abilities.
Archenemy is more interesting in multiplayer, not in the least because it's nearly impossible for new players to have any idea what is going on when there are two AI players doing all kinds of things alongside you. Sadly, you can't have a player be the Archenemy, which makes it more of a throwaway mode that is frankly far too easy to win for any type of player.
Multiplayer on the whole is pretty well executed. Although trying to find a quick match either kicked me out of a room or returned a "this game is full no longer available" message fifteen times in a row on Xbox Live, choosing a custom match will give you a list of available games of the type. It's a breeze to either set up or find your type of game.
Free-for-All and Two-Headed Giant -- a mode in which two players share a combined life pool and need to communicate what actions to take as a team -- are available for both Player Match and Ranked Match, while Archenemy is exclusive to the Player Matches alone. You can either play with an online buddy, or get into a multiplayer game with local players which is very nice.
Archenemy in the campaign mode can also be played with two other local players, or you can take the campaign online by creating a lobby for your campaign game with the press of a button. While singleplayer won't impress anyone, the multiplayer offerings are more than enough to provide players with content that lasts as long as their interest does.
Whether Magic 2012 will hold your interest will depends on a couple of things. The game only lets you play with pre-built decks of 60 cards, each with up to 16 unlockable cards. You can customize those decks, but you can't create and save a real custom deck made out of all the cards you own and earn in the game. It's disappointing, and an obvious result of the casual focus of the series.
Luck is also a major factor, just like in the real card game. It took me almost ten tries to beat the very first campaign match regardless of difficulty, which made me rage-quit the game twice. In retrospect I was just extremely unlucky, and after passing that first opponent the game was pretty easy to beat using the exact same strategies I used in my early failures. Thankfully you can restart a game easily, even if doing so loads the entire match all over again instead of instantly restarting it.
The result of the limited decks and the almost zero effective customization options at your disposal (from a Magic player's point of view) turn Magic 2012 into a pretty pointless game for any veteran. I almost had fun in a couple of games, but in the end I felt more bored with watching progress bars fill up and waiting for the game to allow me to play it.
But that's the thing with this game. It's not a game that is meant for hardcore Magic fans or veteran players. Casual people seem to be having a lot of fun with it online, just like they did with the game's 2009 iteration. If you are new to Magic: The Gathering and you have some like-minded novice friends, the game offers plenty of options for you to explore what Magic is about and you can have a ton of fun both online and offline.
If you are a veteran, you're not going to find a lot of challenge here. The lack of full customization, the pre-built decks, and the resulting lack of any truly deep strategies simply turn the game into a pointless endeavor. You might also think you are a really good Magic player in real life and that it lets you mercilessly destroy novice players online, but the game's luck factor and balanced deck selections are not going to let you overwhelm any of the casual players based on skill and knowledge alone.
Magic: The Gathering - Duels of the Planeswalkers 2012 can be a great game for the kind of novice and casual player who has the friends to play with, and who has always had a passing interest in the game but never wanted to pay the trading card game's entrance fee to properly learn it. To those players, the game is like the Transformers G1 cartoon: it's meant to ultimately sell more of the real life product by using a different medium to "tap" a new userbase. That doesn't mean it can't be fun though.
For the experienced players, the game will likely bore you to tears and there's a chance you'll only see the glaring omissions and interface annoyances. I know I did, and I know I will never play this game again if I can help it. But I also know I'm not the audience for this game, and I simply have to accept that. Then again, perhaps you are more forgiving and patient. Whatever kind of player you are -- or think you are -- I suggest you try out the demo first to see if you are part of the intended audience or not.
THE VERDICT - Magic: The Gathering - Duels of the Planeswalkers 2012
Reviewed by Maurice Tan
6.5 /10
Alright: May be slightly above average or simply inoffensive. Fans of the genre should enjoy them a bit, but a fair few will be left unfulfilled. Check out more reviews or the Destructoid score guide.
I love it and it's predecessor. Always wanted to get into Magic but people I knew that played it spent a small fortune getting their decks into competitive states, so this suits me fine.
100% unlocked the original game and all DLC and I think this has shot to the top of my most played Steam games already after getting fairly addicted again. Already fully unlocked 5 decks.
Not too sure that all experienced Magic players will be turned off though, one of the people I play against is a high-level tournament player and enjoys these games, I think you just have to accept that these games aren't real MTG and you're fine.
I will totally agree on the interface though. Shoe era decision it was to put everything in revolving cylinders for the menus needs a bullet to the head. I have a mouse, a list would be much better.
Not being able to create custom decks is a balance thing, since the decks all need to be able to beat each other online to keep things fun. Its just not fun to stomp or be stomped all over by the 'perfect' deck.
Also I know quite a few 'expert' players who are having nightmares with the Archenemy campaign.
If I'm not mistaken, the "timer bars" are there to give you a chance to press a button to play an instant at any phase of the game in which they are allowed (after any card is played, etc).
Good to hear people here are enjoying the game. I hated it, but I'm pretty sure some people will love it. To each his own and all that, hence why it didn't get a super low score. Like I said, if you are not sure just try the demo :)
I had fun with the original DotPW, being a M:TG noob. It's a good introduction to the game. But not enough fun to buy any sequels, or even get into the trading card game, which obviously is the way it should be played.
I loved the previous one, and am loving the heck out of this game as well. It's super fun to have a friend in the same room, and play two-headed giant online against two other people doing the same thing.
The lengthy progress bar every time you do something seems like a pain but is very important overall. Players often forget about allowing the enemy to respond to actions, etc... they just do a series of things and say 'oh, you wanted to do something?' I guess being able to speed through waits would be nice, but when you are playing against real players they will have more of an idea that you have nothing to do.
I'm having lots of fun with DOTP 2012 as well. I'm a Magic player who enjoys playing in tournaments, and working with a set of constraints is something interesting to me. The puzzles are also quite good, some requiring good thinking.
If I compare it to the previous version, I can see lots of improvements, on about every aspect. The fact that you can remove cards to make space for your newly acquired cards is very important. The previous DOTP was just cluttering your deck, while now you can optimize your 60 cards deck.
Doing Archenemy matches with 2 controllers at once is pretty fun too! It's probably way cooler when playing with someone else in the same room though.
Uuuugh, this sounds almost exactly like the previous XBLA title, timer problems and all. I'm convinced they are intentionally trying to simulate what it's like playing an asshole who knows he's going to lose and is trying to waste as much of your time as possible out of spite :P That being said, I'm pretty sure I unlocked everything you possibly could in that game and I probably will with this one as well.
I dunno man, ive played paper Mtg for almost a decade now and im still enjoying the hell out of this game. The Ai is very smart, some of the decks are pretty cool (Sea giants control, Illusions aggro) and it offers me a chance to check out Archenemy mode, which is also really fun.
But hey, to each his own, right?
You don't have to wait through 8 timers just to perform 8 instants. You just do it again immediately because those effects are instants so you can interrupt yourself. At least the first game worked this way, I'm assuming this one is the same, the timer is there specifically to allow interrupts. Not that the stack is really explained well since the game is targeted at new players.
I had some problems with the timing/skipping issues with the first one, but I got used to it and now I don't even mind it anymore. I haven't tried the new one yet but if it's the same as the first then I'll most likely enjoy it. I still refuse to pay full price though, so I'll be waiting a year or so for a price drop. ;]
@oberonix He means activated abilities, for example powering up a creature with its ability (Pay one mana for +1/+0). If you pay eight mana you have to wait eight countdowns.
On another note, I really hope there comes an addon that let's you play as Archenemy. That would be neat.
I liked it, but that's playing on PC talking to a friend and doing two-headed giant mode to unlock all the cards. My biggest issue is actually the computer always giving itself exactly the cards it needs, which it does, all the time.
As a Magic player since the Stronghold set (That's 14 years ago, peeps), and as someone who was in Regionals and Nationals, and is at FNM (Friday Night Magic) every week, I can say not only have I 100%'d the first game on XBLA, but I'm well under way for doing the same for 2012. I've gotten all the achievements, but I'm working on completing the decks, and beating the Revenge campaign. That should say how much I've wnjoyed these games.
BUT
Fuck Archenemy. It's a copy of the raid mechanic from the WoW TCG, and is an inferior version. And the Archenemy AI, specifically Nicol Bolas and the elf bitch totally fucking cheat in order to provide a challenge, which boils my piss as it's bad design.
I loved it , 4 player matches 2 v 2 has held me occupied for 6 hours straight some nights, and we always have a fun time! But the controls could have been better :P Also there seem to be balance issues but I might be wrong xD
Well, it looks like I was the only person who didn't care for it :)
Really though, I'm glad people who bought it are loving it regardless of their experience with Magic! Maybe this would be something for Friday Night Fights?
I disagree entirely with this review. Even if you have to wait a little while you opponent makes decisions in the first rounds it's still way faster than a real Magic game and very arcade-like.
I would have given it an 8.5 and that's being very critic (fanboy in me says 9.0 or higher).
never played magic before in any capacity til this game. got some friends who love the fuckery out of the card game proper, but ive always felt like a kid looking through a shop window and having absolutely NO IDEA what was going on. They tried to explain, but they forget whats it like to be a complete newbie at it. The trial version of 2012 is the first time I've actually comprehended the basics and (within the context of the game) some of the more advanced strategies, and I did enjoy this learning period a lot. However, I have to agree with the reviewer and some of the other comments on here - the waiting times between goes does get frustrating and the CPU seems to always get some awesome and much needed cards at just the right time. These two things combined put me off the game sufficiently enough to not purchase the full version. Shame, cause I though for awhile there I had my new turn-based strategy game all sorted out!
Eh, not often have had to wait all that long for the CPU...most of the times if it cant do anything it skips straight to the last Main phase and then you get a waiting bar.
In fact there is a less waiting in this game than there was in the first one, they improved the loading out of sight, made the interface much more cleaner and user friendly.
What they need to do is something about what decks you can use. They ones that are in the game are okay, but they get pretty boring pretty quick. I wish they would start releasing entire Blocks so people could start building they're own decks
Mainly I just want to see people new to the game experience the insanity that was the Urza Block...or the most overpowered block in MTG's history ;p
A nitpicky aside from somebody who started playing again after 2009's rules changes, but there are no more Interrupts; they were all merged into Instants.
It's a fair score. My biggest gripe was it wasn't very different from the original Duel of the Planeswalkers, and I could see them doing this every year like Madden, which is obnoxious.
As stated, the lul of time is so that you can counter. Play with a blue deck and you'll understand how important it is. :)
I felt the review was a fair score, and I can respect your opinion. I'm glad I didn't pay for it after buying the first Magic game, and I seriously think this could have been released as a beefy dlc.
Then again, it's $10, which is the price of normal DLC anyway, so I don't even know what I'm bitching about anymore.
Oh right, make the attack animations cooler. Make it like...VR, like Yu-Gi-Oh. That would make Magic on Xbox/PS3 way the crap cooler.
By the way, in competitive Magic people generally play all their cards during the second main phase to give the opponent as little information as possible during the combat phase - including playing lands. The exception is if you want to play a card that affects combat (sorcery speed creature enhancing cards, haste creatures, etc). It was probably made mandatory in the tutorial to help teach this concept to newcomers.
As to the game, I'd recommend it to anyone who's a newcomer to Magic, but it's not for me :) I might have considered it if archenemy allowed all players in the game to be human - that format is really fun.
The limited decks are the dealbreaker for me. This comes from someone who has played Magic off and on since Mirage Block. If balance were an issue, then they could make plenty of search parameters for online matches. I guess they don't want to take away from Magic Online.
The first game got me back into magic, but once I relearned everything, I moved onto Magic Online. Cards are alot cheaper than the paper versions and you still get to play real people with decks fully built by you. I just wish it would get a visual overhaul, but its good at being easily read.
This is a great game. I don't mind waiting for the AI to "think." Not everything needs to be instant gratification all the time. If you like TCG's or Magic at all, you should pick this up. The first one was excellent, but this sequel is even better. More decks, more customization, and more modes. I've dumped probably 10-20 hours on this already.
The decks are all pretty fun to play as well, though some are clearly superior to others.
There does seem to be some issue with getting into an online game. Hopefully it will be patched soon.
I love M:TG. I stopped buying cards this year, but that doesn't matter due to my great mono-green deck.
This is the kind of deck where 6 mana on turn 3 and aattacking with an 18/15 with trample are pretty regular and unimpressive occurrences. Basically, it overwhelms with mana accelleration, tokens, and big guys. It's by no means perfect, but it's fun. I guess I like green because it's the least dickish of the colors, as in it doesn't really need to interfere with the plans of others to win.
I agree with the review in some points, but I think I am more patient than Maurice.
I consider myself an expert Magic player, not in the real game cause I only played for 3 years, but I have completed the 1997's Magic The Gathering several times and I have beaten the game again in the max difficulty a couple of days ago.
Y enjoy the game, Magic Planeswalker and Magic Planeswalker 2012 but it drives my crazy the lack of the option for customazing decks... I don't know who though it was a good idea to put it like that. It's not for leveling decks cause if I can create a deck from the beginning you can do so too and the perfect deck doesn't exist, so I don't understand WTF they where thinking...
If you want a card game on the PC or ds with customizeable decks and many sets of cards included in the base game, check out the old marvel overpower game. Some of the fights are buckets of fun once you figure them out. Its single player campaign also has a neat booster system and cardshop system where every time you win you can buy booster packs and certain fights give you certain cards.
The whole system doesn't have the complexity of magic but it's a neat little game.
I hate the lack of customization, but it's also a saving grace for the nubcakes. When I first started Yu-Gi-Oh 5Ds Decade Duels for the xbox, I got curb stomped in Multiplayer.I had to play and unlock some cards and make a demi-competitive deck before I could kick ass.
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