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Arrowhead Game Studios, a Swedish indie developer, created Magicka, an action-adventure video game. On January 25, 2011, it was published for Microsoft Windows via Steam. The game was created by eight students at Sweden’s Lule University of Technology in Skellefte, and it sold over 200,000 copies in its first 17 days on the market.

As of January 2012, it has sold 1.3 million copies and 4 million DLC packs, making it one of Paradox Interactive’s most profitable games. It was attributed with a 250 percent increase in revenues for Paradox in 2012. It had sold 2.8 million downloads on Steam as of June 2014.

Magicka is a Norse mythology-based game. A holy organization sends up to four wizards to confront an evil sorcerer and his creatures. The game’s universe is loosely based on Norse mythology, with influences from other fantasy games such as Warhammer and Diablo, as well as frequent use of comedy and self-referential humor.

The game also deviates from the traditional fantasy premise by providing the players with an M60 machine gun at one point. The game’s expansions also take a look at the Vietnam War and the Lovecraftian Cthulhu world.

On June 9, 2014, a sequel, Magicka 2, was revealed. It was launched in May 2015 by Pieces Interactive, the same company that created some of the downloadable material for the original game.

Magicka is an isometric action-adventure game that takes place in a 3D setting. A solitary player or up to four simultaneous cooperative players take on the role of wizards entrusted with putting an end to a wicked sorcerer who has wreaked havoc on the earth. There are 13 levels in the main adventure campaign.

Magicka features no character classes, in contrast to the role-playing game systems that have usually dominated magic and wizardry-themed video games. Similarly, there is no “mana bar” or “energy meter” that restricts the usage of special powers, and with the exception of a few “Magicks,” players have immediate access to the most potent spells.

Magic spells may be cast indefinitely and do not need the use of any limited resources; strength restrictions are only reliant on whether players understand the combo and can summon ingredients quickly enough.

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One of the creators’ aims was to move the focus away from the collection of material objects, or “loot,” as a source of player incentive, hence the game uses powerup items sparingly. However, the amount of time available to cast the spell is limited: if the player takes too long, they will perish.

Waterlife, shield, cold, lightning, arcane, earth, and fire are the eight fundamental elements in the game that may be mixed and blended to produce spells. For this reason, up to five components can be linked together, although certain elements cannot be joined owing to their antagonistic nature (for instance, fire and cold). In addition, two more elements may be generated by combining two basic elements: steam (water and fire) and ice (water and cold); these also act as base elements, giving players a total of 10 elements from which to cast spells.

There is a defined hierarchy that defines the sort of spell cast when performing a spell with numerous ingredients. Shields are given priority over projectiles (earth and ice), which are given priority over beams (life and arcane), which are given priority over steam, which is given priority over lightning, which is given priority over sprays (water, fire and cold). A shower of flame, for example, is a spell made entirely of pure fire. A fireball projectile would be a spell combining fire and earth.

A burning beam would be created by a fire and arcane spell. A burning, arcane rock projectile might be created by combining fire, arcane, and earth spells. A blazing arcane rock barrier would be created by combining fire, arcane, earth, and shield spells. The sequence in which the spell’s component parts are summoned has no bearing on the spell’s kind or potency, and it doesn’t matter unless you’re attempting to cast a “Magick” rather than a standard spell.

Each spell can be performed in one of four ways: as a ranged projectile or beam, as an area effect spell, as a bonus to holding the player’s secondary weapon (usually a sword), or on the players’ own bodies. Except for Life, which heals (this is flipped for Undead foes, when Arcane heals and Life hurts them), and Shield, which forms barriers, other components tend to inflict damage.

Casting shield and arcane as an area of effect would produce a circle of arcane mines around the caster; however, casting it on oneself will provide the caster an arcane invulnerability aura instead.

To cast a spell, the player must first “collect” the appropriate ingredients by pressing the relevant buttons (for example, q, w, e, r, a, s, d, and f, respectively, when using a QWERTY PC keyboard) in a certain order. Using different mouse buttons, the player then choose one of four ways to cast the magic.

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