Magin Review - The Only Game Where a Syndicate Killer Needs Emotional Support
- Niels Gys

- 24 hours ago
- 5 min read
TL;DR
You play a syndicate hitman, not a hero
Zero heists. Not even a suspicious burglary
Deckbuilding tied to emotions and choices
Strong story, moody world, stylish presentation
Combat swings between clever and “why am I stunned again?”
Magin: The Rat Project Stories is what happens when a hitman goes to therapy… and brings his weapons with him.
It’s stylish, clever, occasionally frustrating, and very clearly trying to do something different.
Just don’t come here expecting to build a criminal empire.
This is not about running the underworld.
This is about surviving it.
And apparently… talking about your feelings while you do.
You came here for criminal power, got emotional damage and a deck of cards instead. Fix that itch with the Steam Deck OLED (512GB) and load it with actual crime games from our Best Heist Games. Portable chaos, zero therapy sessions, go on then.
Welcome to Crime… But Make It Existential
Let’s start with the good news.
You are not a cop.
No badge. No moral lectures. No slow-motion “we got him” speeches while dramatic music plays like someone just solved world hunger.
Instead, you are Elester, a veteran hitman working for a syndicate. A man whose job description is essentially:“Make problems disappear, preferably permanently.”
Finally. A proper career path.
Now the bad news.
Instead of doing crimes in the traditional sense, you spend a surprising amount of time discussing your feelings while holding a deck of cards like a very dangerous magician who went through something.
The CRIMENET Question: Where’s the Crime?
Let’s dissect this like a proper operation.
Crime
Yes. Absolutely. You are a contract killer in a dark fantasy underworld. People die because of you. Not metaphorically. Properly.
Heists
None. No planning boards. No crew. No vault doors. No getaway horses or cars or suspiciously loyal idiots named Dave.
If you came here expecting a fantasy version of Payday 2, you’ve walked into the wrong building and someone’s about to ask you how you feel about it.
Play as Villain
Halfway there. You are not the good guy, but you’re also not allowed to fully embrace chaos like a proper CRIMENET-certified menace.
Think less Hitman and more “emotionally complicated assassin who journals.”
Gameplay: Murder, But With Paperwork
At its core, Magin is:
Side-scrolling exploration
Dialogue-driven storytelling
Deckbuilding combat
Now, the interesting bit is how it ties everything together.
Your emotions influence your abilities.
Your choices influence your deck.
Your deck determines whether you survive or get slapped around like a folding chair at a bar fight.
When it clicks, it’s clever. You feel like you’re shaping a character, not just playing one.
When it doesn’t?
It’s like trying to win a knife fight by reorganizing your Pokémon cards.
Some encounters genuinely test your brain. Others feel like the game rolled a dice, shrugged, and decided today is the day you get stunned into oblivion for sport.
Game’s got cards, but not the kind that make you feel dangerous. Upgrade your brain with the Ravensburger Strategy Card Game: Villainous and build something that actually feels like a plan, then dive back into our Crime Game coverage for proper assassination inspiration. Shuffle smarter, not sadder.
Story & Tone: Welcome to Emotional Damage Inc.
This is where Magin goes all in.
The world is dark. The characters are broken. The choices matter. The consequences linger.
This is not a power fantasy.
This is a “what does it cost to live like this?” simulator.
Which is admirable.
But also slightly hilarious when you remember you signed up to play a hitman and instead got handed an emotional audit.
There are moments where you’re ready to do something morally questionable…and the game leans in like a concerned parent and whispers:
“Let’s unpack that.”
No.
Let me stab first. Reflect later.
Combat: Strategy or Slightly Aggressive Confusion?
The card system is the backbone of the gameplay.
And like all backbones, sometimes it works beautifully…and sometimes it collapses under pressure like a cheap office chair. You’ll build combinations, manage resources, and adapt your playstyle.
But you’ll also run into:
Repetition
Balance quirks
Occasional “why is this happening to me” moments
Some fights feel like tactical chess.
Others feel like arguing with a vending machine that already ate your money.
Visuals: Grim, Stylish, Slightly Judging You
The art direction is fantastic.
Comic-book inspired, moody, atmospheric.
Everything looks like it belongs in a graphic novel where nobody sleeps well and everyone has a tragic backstory.
It works. It really works.
The game knows exactly what it wants to look like, and it commits harder than a man who just made a terrible life decision and is doubling down.
The Real Issue
Here’s the uncomfortable truth.
Magin is a good game.
But it’s not the game some people think they’re buying.
It sells you:
A hitman
A dark world
A criminal underbelly
And then quietly hands you:
Emotional introspection
Narrative choices
A deck of cards
It’s like ordering a flamethrower and receiving a philosophy book that occasionally sets things on fire.
Criminal Mastermind Score
6.5 / 10
Charge Sheet
Guilty of:
Letting you play a criminal
Strong atmosphere and storytelling
Interesting mechanics with real ambition
Not guilty of:
Heists
Full villain freedom
Letting you properly go off the rails
Additional sentence:
3 years for occasionally turning combat into a coin toss
5 years probation for asking too many emotional questions during violent situations
Still craving that “I run the underworld” feeling this game politely refused to deliver? Grab a SteelSeries Arctis Nova 7 Wireless Gaming Headset, crank the volume, and step into real criminal chaos via our GTA Online Money Guide. If you’re going to commit crimes, at least make them loud and profitable.
FAQ
Is Magin: The Rat Project Stories a heist game? No. Not even remotely. There are no robberies, no planning boards, no crews, no vaults. If you came here expecting to case a bank and shout at your teammates, you’ve taken a wrong turn into a therapy session with swords.
Do you actually play as a criminal or villain? Yes, but don’t expect chaos for the sake of chaos. You play a syndicate hitman, which is delightfully illegal, but the game leans into moral choices and consequences instead of letting you go full unhinged menace.
How does the deckbuilding actually work? Combat revolves around cards that represent abilities, influenced by your choices and emotional state. It’s clever when it clicks, letting you shape your playstyle, but occasionally it feels like you’re negotiating with a stubborn deck that woke up on the wrong side of existence.
Is the story any good or just gloomy for the sake of it? It’s genuinely strong. Dark, character-driven, and focused on consequences. It doesn’t just throw sadness at you for dramatic effect, it builds it properly. That said, it can get heavy enough that you’ll occasionally miss the simplicity of just doing something reckless without a philosophical debate attached.
Is the combat balanced? Not perfectly. Some encounters feel sharp and tactical, others swing into frustration with repetition or control effects that make you question your life choices. It’s not broken, but it definitely has moments where it tests your patience more than your skill.
Who should actually play this? People who enjoy narrative-driven games with strategy elements and don’t mind a slower, more thoughtful pace. If you want pure action, crime sprees, or villain power fantasies, this isn’t your playground. If you want a darker story with interesting mechanics and a criminal edge, this is where it gets interesting.






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