The best video games have their own unique sort of magic, and I’ve extolled the virtues of my favorite games for Reactor aplenty over the years. “Magic” is the operative word here—I love it when a game can make me feel like I’m in full possession of whatever magical powers and properties the designers have created and bestowed upon their world. While most games have their own narratives and magical characters to enjoy, they can also plop you into the distinct feel of a magic system in a way that less interactive media (see: books) can’t always accomplish.
I recently found myself connecting the mechanics of some of my favorite games with the various magic systems found in Brandon Sanderson’s Cosmere—the extended fictional universe in which many of his books are set. Sanderson’s long been one of my favorite authors (and is no stranger to gaming himself, both as an avid gamer himself and the creative force behind a new series of roleplaying games based on his novels); his magic systems tend to have certain structural elements in common but introduce ingenious variations when it comes to the raw materials and the various forms that the magic takes on each of his fictional worlds. With that in mind, let’s absorb some Stormlight, prepare our metals, and take a Breath before we dive into six video games that made me feel like I’d tapped into the powers of the Cosmere!
Mistborn Era 1 and Neon White — Metallic Motion
Allomancy powers Mistings or Mistborn by allowing them to ingest and “burn” metals. Different metals grant different powers, but I’m focusing on Iron (pulling) and Steel (pushing) today. These metals allow Mistings to pull on objects or push them away. These powers can be unleashed to varying effects—pull on a lighter object and it will come to you; pull on a heavy one and you will be pulled toward it.
Neon White captures the flinging feeling of pushing or pulling on massive buildings or metal bracers. The game is made for speedy runs through its intricate levels, and you’ll feel like you’re careening through the ashy streets of Luthadel with every move. You don’t ingest metals to gain these powers—you collect cards that grant ammo and special abilities. Still, no other game has made me feel just like a Mistborn soaring through the city.
Warbreaker and Chicory — A Colorful Pair
The world of Warbreaker is suffused with color and power by Breath. The life force of Breath can grant marvelous abilities while draining color from objects or people.
Chicory, with its cozy vibes and mental health-related themes, is an excellent foil to Warbreaker’s often-brutal Awakenings. You play as a cute dog, named after your favorite food/treat (Toffee for me) and embark on a quest to restore a world’s color. Chicory feels somewhat at odds with Warbreaker in that it’s more restorative than destructive. While the book’s world can feel pretty grim and ruthless, those who have read it know there’s more to the story, and there are notes of Chicory’s optimism by the end.
Mistborn Era 2 and Katana Zero — Timey Wimey Stuff
The second era of the Mistborn series features technological advances and new ways to blend Scadrial’s magic systems. One new power is the time bubble, which can slow or speed up time in a small area (depending on the powers used). These bubbles make for some epic moments of slo-mo action or daring dodges, especially with gunpowder now in the mix.
Katana Zero is pretty much the video game equivalent of these time bubbles. You play as a sword-wielding warrior deployed on missions to take out mysterious enemies. Your powers allow you to slow time in a fashion, diving into slow motion sequences as you take foes down with incredible precision. While the theme and aesthetic don’t match up with Mistborn era 2, the control of time in small spurts made me feel like Wayne, and that’s enough!
White Sand and Journey — Grains of Sand and Story
White Sand has the unique distinction of being the only major Cosmere work first published as a graphic novel. Sanderson is reportedly working on a prose version that will finally give the sand mastery magic system a bigger spotlight among readers. White Sand’s magic involves exerting telekinetic control over white sand, allowing the masters to manipulate the sand in spectacular ways.
Journey has long been lauded for its wordless storytelling, and oh boy does it involve a heck of a lot of sand. The game’s setting glimmers as rays shine off the dunes, and enemies are massive, like the creatures we encounter in White Sand. While Journey won’t put sand in your hands to wield like a whip, it captures the inherent magic of Taldain, one of Sanderson’s least-explored worlds thus far.
Elantris and Chants of Sennaar — Symbols Galore
Characters in Elantris can use the AonDor to carve sigils in the air and create magical effects. Ten years before the events of the novel, an unimaginable catastrophe leaves the once-glorious city of Elantris in tatters, with the magic now unpredictable and flighty; with the city deteriorating into violence and ruin, Prince Raoden and his cohorts work desperately to uncover what went wrong.
Inspired by the legend of the Tower of Babel, Chants of Sennaar makes symbols your business by presenting fictional languages represented by unfamiliar written characters. You’ll encounter characters speaking full sentences that you can’t understand until you decipher their context and syntax. You don’t draw the symbols like the Elantrians do, but you’ll feel like you’re unravelling a thrilling mystery as you fill your notebook with each logographic symbol’s meaning. Plus, just as you clear one translation, a new variation on the language will surface, deepening the mystery.
The Stormlight Archive and Hades — Boons and Surges
The Stormlight Archive is huge. Set on the planet Roshar, its massive scope begets several different magic systems that combine to create various types and orders of superpowered beings, capable of tapping into distinct abilities. Knights Radiant, for example, use Stormlight (usually drawn from infused gemstones) to bind Surges—fundamental forces of nature—with different Surges enabling access to certain powers and abilities.
A series as big as the Stormlight Archive deserves an equally epic video game to match—that’s where Hades comes in. The game has earned near-universal acclaim since it was released five years ago, and it does a better job of making me feel like a Knight Radiant than anything else I’ve ever played. Why? In control of Zagreus, the son of Hades, players earn Boons from the gods of the Greek pantheon. The Boons subtly alter and upgrade your ability set, combining in ways that can inspire awe (in you) and terror (in the hearts of your enemies). Each Boon can synergize with others in intriguing ways, and the possible combinations are far greater in number than with the Surges of Roshar. Also, I can’t help but acknowledge that the shape of the Boons—glowing orbs—always remind me of the spheres that feature so prominently throughout The Stormlight Archive.
A very directly Cosmere game was The Way of Kings: Escape the Shattered Plains, a short VR experience from back in 2018. It’s no longer being sold but the store page (and videos) still exist. It got rather mixed reviews at the time, mainly because $10 for a 10-20 minute experience with little replay value was a bit steep. While it didn’t entirely match my mental pictures, I thought it was pretty well done overall, and meeting a Chasmfiend in VR was cool.
Right after I read Words of Radiance in college, one of my roommates started playing a game that I think was called Gravity Rush that was so mechanically similar to being a Windrunner that I refused to believe it was a coincidence. And you collect a lot of glowing crystals in that game too
Chants of Senaar is such a fantastic game! I got like 30 minutes into watching a playthrough on YT and immediately bought it, lol. So much fun.