Lichdom - Battlemage (2014)
a slow, repetitive, linear spell slinging action with cumbersome, unintuitive, complicated and almost unfathomable spell crafting
(with single column inventories for spell components of ever changing level that keep growing over time and become inconveniently long to scroll up and down that make it difficult to remember the component names you want to compare or combine, especially in case you need to leave the crafting for a short moment to prepare a slightly better spell component in the synthesis menu by combining unneeded components of lesser level), which you have to put up with if you want to survive. the mouse will be tormented in hope to trigger a combo by casting a binding spell and breaking it by a projectile or aoe spell which has destructive augmentation as its defining component
(holding button(s) is needed to charge up a spell before casting it as it changes the output damage from low with certain low chance to trigger a critical upto the highest value which is an automatic critical where percentage multipliers apply depending on particular spell augmentations - charging up and casting time are also subjects to augmentations as many things can be tuned to improve responsiveness and symbolize battlemages ability and possibly supremacy after many deaths of course). its going to be tough, if you dont build a strategy. and thats not gonna happen anytime soon if you dont know the system thoroughly beforehand, because the game doesnt let you learn the system any other way than by trying to sling blindly assembled spell variations from what little components you start with and by dying a lot and thus reappearing at the latest checkpoint, where the rarity level of spell augmentations for improved efficiency
(that you beat outta the enemies and are automatically attracted to your inventory) is reset as a "reward" for dying. achieved with cry-engine 3, sponsored by AMD. tbh, the internal antialiasing method is kinda shoddy..
screens @ 1920x1200