Other than a peculiar difficulty option and an interesting boss, this DLC has mainly recycled content.

User Rating: 5 | Magicka: Dungeons and Daemons PC

INTRO:

Some game-makers are not able to realize that they have implemented a good idea and should build further on it. Instead, they expend their time on satisfying their whims. The Magicka: Dungeons & Daemons DLC is one such example of this disappointing waste of talent.

PREMISE:

Dungeons & Daemons actually takes place after one major DLC, which is The Stars are Left. Players who have not played that DLC might have no idea of what Vlad is talking about when he narrates on the premise of this DLC.

On the other hand, knowledge about this bit of the story is not really important. Shortly after Vlad’s monologue, the story comes up with an excuse to send the player into the cellars beneath Castle Aldrheim – yet again.

As the name of the DLC would suggest already, things go wrong quickly. The cellars beneath the Castle are found to be connected to deadly dungeons which are populated by hordes of powerful goblins, orcs and trolls, as well as Watchers. To top all these troubles, a daemon has taken residence.

The player is, of course, expected to flush them all out.

This is a task for the Ordo Malleus of the Emperor’s Holy Inquisition! Oh wait – wrong universe.
This is a task for the Ordo Malleus of the Emperor’s Holy Inquisition! Oh wait – wrong universe.

DUNGEON ENVIRONMENT:

The structural theme of the dungeons which the player will romp through has been seen before; they were in the tutorial segment of the Adventure campaign.

The thematic designs have been expanded for the sake of this DLC, of course. However, only a meticulously observant player would be able to identify which models and textures are new or which have been recycled.

For example, some objects, such as racks of cheese might be new, but objects like the wine barrel and lava flows have been seen in the Adventure campaign already.

To jaded players though, the dungeons underneath Castle Aldrheim would not seem too far different from the dungeons in so many other games.

Broken masonry, spider cobwebs and grease torches - it’s a dungeon alright.
Broken masonry, spider cobwebs and grease torches - it’s a dungeon alright.

RECYCLED ENEMIES:

Most goblins, orcs and trolls which were seen in the Adventure campaign return in this DLC. They still behave like they did in that campaign, and can still be defeated in the same ways.

Some other enemies have been recycled with different A.I. scripts. The most prominent of these are the goblin shamans, who are based on the aristocrats from the Adventure campaign.

They favor different spells. For example, where the aristocrats preferred arcane spells when going on the offensive, the ones in Dungeons & Daemons prefer to soak wizards with water bombs first, before sending forth ice spikes which have been imbued with electricity.

Unfortunately, this spark of brilliance is dimmed by stupidity which they have retained from their predecessors. For example, the goblin shamans in this DLC are also poor at aiming healing spells.

Sure, these goblins may be wearing something different, but these goblin shamans and archers are essentially no different from those in the original Adventure campaign.
Sure, these goblins may be wearing something different, but these goblin shamans and archers are essentially no different from those in the original Adventure campaign.

ADDITIONAL ENEMIES:

There are a few enemies which have been introduced in this DLC, though they are still orcs and goblins.

There is a red goblin who has two fiery swords and who is actually healed by fire. Smart players would notice that the swords can be doused by using water spell on the goblin, thus temporarily suppressing their fire damage and also making the goblin more vulnerable to freeze and lighting spells.

There is an orc, who surprisingly has the intelligence and patience to operate a large crossbow. The bolts fired from the crossbow can pierce through many things, including wizards. Wily players can attempt to bait them into hitting their comrades from behind.

However, there seems to be a limitation of sorts on their A.I. scripts; they are not very eager to go on the pursuit.

This is the result of testing the strength of the orc’s crossbow; notice that the bolt went through the wizard.
This is the result of testing the strength of the orc’s crossbow; notice that the bolt went through the wizard.

WURSTMACHER:

The most interesting enemy to fight is, fittingly enough, the Daemon.

With a name like “Wurstmacher” (which is a crude Deutsche word for “sausage maker”), the reference which the DLC is making through him should not be too hard to guess at.

Its most obvious designs aside, the Wurstmacher is one of the toughest bosses to be had in Magicka.

In addition to being a melee bruiser and charger, it also has the ability to toss grease around, making its sanctum a particularly hazardous place to fight in. It can also perform a move which ignites all grease in its place of work, further making his sanctum more dangerous. Furthermore, the Daemon is immune to fire and – most astonishingly of all – can regenerate.

Observant players will quickly realize how best to remove its massive reserves of hitpoints, but the most efficient strategy also happens to take away opportunities to expediently eliminate the Wurstmacher’s minions. Even after that, they must capitalize on any progress, or else lose it all to the boss’s regeneration and never-ending underlings.

The Daemon may look all too familiar, but it is a lot nastier than one would think.
The Daemon may look all too familiar, but it is a lot nastier than one would think.

CHECKPOINTS & FAIRY:

The system of checkpoints return, but there appears to be only a couple of these for the rather long scenario offered by the DLC. The fairy also returns for players who are attempting the scenario solo, and she is still as annoying.

HARD MODE:

The DLC promises something which has been missing in vanilla Magicka and the other DLC: a difficulty setting.

However, Magicka lacks a built-in feature for difficulty options, and the DLC certainly does not overhaul the game. Therefore, it implements this through a secret area instead.

The secret area occurs very early in the playthrough of the DLC’s scenario. It has a brazier which has to be lit. Cheekily enough, the brazier has to be lit not by fire, but rather by lightning. There is no indication of this requirement. The player must experiment through trial and error about which element to use on them.

Afterwards, “Hard mode” is activated on the next few levels. The player has to fight a different composition of enemies. Usually, this composition is a lot more troublesome to deal with, which is fitting.

In Hard mode, trolls appear far earlier.
In Hard mode, trolls appear far earlier.

CONCLUSION:

With nothing terrifically new to offer, this DLC would appeal to very few other than Magicka’s die-hard fans who want more of the same.