
Otherwise, if players want to cast a death spell on themselves, they can - and they will suffer for it. There is no limitation to the system outside of the simple rule that opposite elements (fire and ice, for example) will cancel each other out. Even three different elements can be fused together to form some interesting combinations, from life-restoring health-pellets to powerful death mines (yes, death mines). Or mix ice and water together for some snowball fun. Charge a wizard with fire and water, for example, and a searing-hot blast of steam will issue forth from its staff.

Wiking explained that after a short introduction, all the elements are fully unlocked to players and open to experimentation. With this straight-forward elemental system, all the fun in Magicka 2 comes roaring to the foreground. These elements can then be channeled through the wizard’s staff and directed at enemies, imbued into the wizard’s sword, used as an area attack, or just cast upon the wizard itself. With the touch of a face button, players can charge their wizard with crackling orbs of lightning or burning plumes of fire. Magicka 2, like its predecessor, places players in control of a robed wizard and a selection of eight devastating elements. So how can all these sudden deaths and comical explosions of the arcane be so much fun? I discovered this by tumbling off a cliff while running from monsters, and my success with Magicka 2 did not improve drastically during the remainder of the demonstration. Just minutes into my demo with Magicka 2 on PS4, Paradox Studio Manager Mattias Wiking told me that the game does not protect its players.
