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My basic description of Dark Messiah Might and Magic is "Half
Life 2 meets Arx
Fatalis meets Blade of Darkness." The game is powered by the
Half-Life 2 Engine, developed by the same folks who brought us Arx
Fatalis and based in the storied Might & Magic universe. The game
has already angered fans of both role-playing games, because this
effort took Arkane studios away from making Arx Fatalis 2 and also
because this game has very little to do with the Might & Magic franchise,
other than using the name.
Unfortunately
that is only the tip of the iceberg of what is wrong. Let me get
one thing out of the way for those who have played the demo or some
of the game and are outraged at the score - this game can be loads
of fun. I finished it, went back and played more using a different
skill-tree approach and keep loading old saves just to play through
some of the areas. It is fun - but that doesn't mean it's very good.
Look at it this way - when my kids were toddlers they would often
like the box more than the toy that came in the box; but that doesn't
make the box a great toy.
The
first problem is that the game is a technical mess. Eager fans that
pre-ordered and pre-loaded through Steam were very disappointed
to learn that the pre-load process was botched and that they had
several critical bugs that required over an hour of file checking
and re-downloading to correct. And once you were playing, you were
likely to encounter problems with performance and crashing - regardless
of how powerful your computer is or how well the demo performed
for you. Many of these issues required patching that was done soon
after release, but others require the player to disable some of
the high-quality graphics options just to get to the next stage.
At
first glance the graphics in the game looks great and most of it
is very good looking - but it is largely generic. Some areas are
breathtaking, but most of it is standard high fantasy stuff that
loses further appeal because of the level design. All of the graphics
are detailed and high quality - from textures to characters to the
environments - it's a matter of how they are put together that causes
problems. One of the most used skills - seeing in the dark - often
illuminates missing textures or poorly joined areas. Those little
details wouldn't be an issue if the story and characters were more
interesting. The same is true for the music and voice acting - they
are very well done but limited by the characters. There are some
highlights - the final battle music is very exciting and moving,
keeping you charging ahead during a very difficult fight. There
are also lowlights, such as when my wooden staff hitting spiders
in a web-filled tunnel sounded like steel-on-steel. The rest of
it just falls into place as background, as you charge through the
tale.
Well,
except for Xana, that it. Xana is a character you meet early in
the game and who is integral throughout. Her dialogue is dripping
with not-so-subtle sexual overtones, which are juvenile at first,
but later on have you wishing there was a check box in the options
for 'silence Xana'! She is also involved in the game's semblance
of romance, which also involves a 'good' female character named
Leanna. Finding her is an early objective and it isn't very hard,
since against the backdrop of plainly clothed average women she
is pretty, young, scantily clad and has large breasts. I was rolling
my eyes at that point, thinking "please tell me they aren't rolling
out this many stereotypes this early in the game." The rest of the
story doesn't get much better - it isn't that I'm expecting a storyline
worthy of the classic Might & Magic games, but it seems like an
episode of 'short attention span theater' where you have large hints
about the plot pounded into your skull every thirty seconds or so.
In
an action game it is easy enough to toss aside a lousy story when
the levels and combat system are well thought out and implemented.
Or perhaps to forgive bad level design if the story and combat are
well done. But you really need two sides of the triangle. Anyone
who has played the demo knows that the combat is pretty solid, but
unfortunately the level design doesn't hold up to any decent standard.
There are some obvious things - areas are littered with fires, perilous
drops and spiked gratings (spiked always facing out) in a way that
screams of being set up for the combat. But beyond those, most areas
feel like constructs that would make no sense outside of the context
of the current battle - places with ridiculous cliffs and narrow
walkways, with barrels stacked on frail platforms with large empty
areas beneath and huts on cliffs with randomly placed wood beams
overhead are just a few examples. These are things that in the excitement
of the action don't stand out unless you are stuck, but reflect
a design scope out of sync with building a compelling game. You
are not immersed in a world, you are wandering through a combat
training simulator - and that becomes very obvious if you replay
any significant section.
So
the story is lousy and clichéd, the characters are vacuous and the
level design is trite. The game can still be salvaged with a solid
and flexible combat system - so how does that hold up? Fortunately
the overall combat system is pretty good - and is the reason for
heated debate on various forums over this game. It is clear from
playing that the developer saw the combat and skills systems as
the core features and the good news is that these are indeed the
best part. Of course, there is bad news - there is a significant
flaw there as well. The skill system rewards points for accomplishing
objectives (required and a couple of optional), which you can allocate
towards new skills. The skill points awarded allow you to progress
completely in one specialty, with a number of points to allocate
into miscellaneous skills. You can't become a generalist - if you
plan to become a mage you will not get very far in sword skills
before you compromise your mage abilities. This allows a bit of
flexibility but forces you to choose an archetype - stealth, melee,
archery or magic. The equipment you find helps enhance your choice
- as a melee character your equipment is best suited for close combat,
whereas a mage gets equipment that enhances his magical traits.
Since it is a first-person game you never see what your character
looks like and as a result you are never choosing based on appearance.
The
combat system is fun enough that many people fail to notice any
of the other flaws of the game - and that is understandable, since
everything else is designed to enhance enjoyment of the combat.
The controls will be immediately familiar to shooter fans - WASD
and mouse. There's a set of quick-slots that allow you to change
your weapon or magic or chug a potion on the fly and you cannot
cast spells while holding a weapon, which helps to better balance
the different classes. Just as important as your ability to cast
the right spell or use the right attack is your tactical assessment
of the environment. The game assumes that you will make use of the
various piles of junk, spikes and ropes to take out your enemies.
This can be loads of fun - dropping a jar of oil near a fire and
then knocking out a board that causes barrels to tumble over your
enemies and then catch them all on fire is an absolute blast. That
is, until those tactics become required to advance through the game.
So
what's the problem with the combat system? Let me present a sermon
from the First Church of Kickology as my reply. He who lives by
the ledge will die by the boot; and beware the temptations of boot
and spike - they will be your undoing. Seriously, while using the
kick tactic was fun in the demo, it becomes tiresome in the full
game. Later on there are a number of instances where it won't help
you - certain enemies are strong enough to resist your kicks and
there are a number of pitched battles that don't happen near ledges
or fires. But for most of the game you will find yourself thinning
crowds by positioning them for a good kick into a spike or off a
cliff. And why not? When you have a high level weapon or spell that
takes multiple hits to kill an enemy that you can easily send sprawling
into the abyss, what should you do?
So
there is the single player game in a nutshell - hackneyed story,
lousy level design and a combat system dominated by kick-spamming.
That brings us to multiplayer - given the amount of testing time
that should be pretty solid, right? Well, yes and no. On the one
hand the stability and performance are excellent - I was able to
join and play through various maps and game types quickly and easily.
Load times are much better than the single player campaign, so if
you like the single player game and are looking for some quick fun,
you'll find it. But too much has been changed from the single player;
much of the tactics and environmental interactivity from the single
player has been removed and what is left is window-dressing. There
is also much debate over balance; it isn't clear how well the innate
skills work compared to each other and whether or not that depends
on how much a player used the environment and kicked enemies around
through the main game. The Crusade mode is solid fun and definitely
the highlight of the multiplayer game while Team Deathmatch, on
the other end of the spectrum, is reminiscent of some of the worst
FPS free-for-alls in recent years, with players spawn-camping, spamming
and more.
I
am very disappointed with Dark Messiah Might and Magic, yet I will
leave it installed on my system for some time. It is a deeply flawed
game and one of the worst launches in recent history - certainly
the worst Steam launch to date. Yet it is a blast; the visual effects
and combat system and, yes, kicking Orcs off ledges and ghouls into
spikes are all a lot of fun, if not particularly satisfying beyond
the short term. So will you like this game? Take this test - download
the demo, play it six times in rapid succession and if you still
are loving every second of it then you can safely buy the game and
know that your money will be buying you hours of fun combat. Just
don't expect anything nearly so deep as the chasm you just kicked
that necromancer into…
Reviewed by Michael Anderson for AceGamez (All Rights Reserved).
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