Torn Banner's Mirage: Arcane Warfare made its inaugural press tour at GDC a few weeks ago, but we weren't allowed to play it until last weekend's PAX East. Previewing a mechanically deep game from a show floor environment is always difficult – you've got a few minutes to figure out the controls, and it's normally just enough to get a good “base feeling” for the heart of the game. That's it, though, and there's little to be learned in the form of combat or mechanics intricacies.

We previewed Mirage: Arcane Warfare gameplay at PAX East in a full multiplayer match, managing to play each class at least once between the two of us. One class remained locked, but the rest were open to play.

Mirage: Arcane Warfare builds upon mechanics instituted by Torn Banner's critically acclaimed Chivalry: Medieval Warfare, preceded by Source Engine mod Age of Chivalry. The team's humble beginnings were rocketed ever upwards by Valve's placement of Age of Chivalry on the official Steam store – the first of three mods to receive such an accolade. Its peers, Dystopia and Insurgency, have also gone on to establish studios.

Mirage significantly changes the top-level gameplay from what's been experienced in Torn Banner's previous titles, but does so without shaking the foundation. Low-level gameplay elements remain intact with the new title, including swing mechanics (follow-through mouse drags that impact outcome) and the psychology-driven design approach to competitive play. Importantly, Mirage now absolves itself of largely physical combat with a new-found dedication to – go figure – arcane sorcery.

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