Intro
Arx Fatalis marks the second computer-style RPG to make its way onto
the Xbox, with the first being Elder Scrolls III: Morrowind. Gamers that
enjoyed the style of Bethesda's work should find much to like in this adventurous
role-playing release from Arkane Studios. Gameplay: 8/10
Starting out, Arx Fatalis might not be overly impressive. Creating
a hero entails allocating skill points to four major categories (strength, mental,
dexterity, and constitution), then using a few more points to enhance sub-traits
(intuition, stealth, close combat, etc.); these sub-traits are tied into the major
ones by getting large increases when one of the four are selected to enhance,
but the additional points that goes only for them allows for tailoring the character
to how the player would like. After all of the points are spent, the only real
choice left to make the character unique is to select of five faces. Console fans
aren't used to too much character creating, so it's not likely that so few options
will disappoint. Once character creation is done, the player selects either normal
or easy difficulty, and then begins their adventure. But wait! The adventuring
and role-playing isn't going to start just yet, first it's time to become familiar
with one of the game's more frequent screens: the loading screen. Arx Fatalis
loads a lot, a whole lot. Throughout the journey, players will encounter some
fairly long load times and a slightly chuggy framerate, which makes the waiting
sting just a bit more. The game starts out
with the player waking up in a prison and realizing that they can't remember anything.
After escaping, the gray stone walls turn to cavern walls, and that repeats over
and over. You see, one of the more unique things about Arx Fatalis is that
it all takes place underground. In a few cool sequences, the player can check
out the surface of the planet and see how inhospitable it is. Surprisingly, for
a game that takes place underground, the developers did a good job of making the
surroundings far less boring than one would have imagined. Carved out and in the
earth are large castles, mines, pools, bars, and even cities. The underground
world is segmented by ruling factions that provide some of the conflict in the
story. Since everything is so dark,
there are times when the drabness makes the game feel like it is dragging on.
But I guess that is how our hero feels as well. If the developers were going for
immersion, they succeeded. What makes
Arx Fatalis interesting isn't really where it is located, but what the
player can do. Much of the game feels like an adventure title as it much as a
role-playing one since there is much to interact with. If the player needs health,
they can just kill a rat for food, but they can't eat the meat. Uncooked ribs
have to be cooked, and for that the player needs to find an abandoned campsite
to start a fire at or a kitchen to toss the raw meat on an open flame. Similarly,
raw fish, which can be gathered from fishing in one of the games many ponds, have
to be cooked to be eaten as well. The game goes beyond that though: the player
can have flour and water, combine them to make dough, then place the dough on
a flame to create edible bread. In fact, there is a pretty fun puzzle involving
making a food to upset a king's stomach that was pretty innovative. Players can
also mix potions with the right equipment, as well as attempt to repair swords
at forges. Whenever there is a city, the player doesn't just have to walk through
it, they can also participate in it - granted, it isn't as open as Morrowind.
The same can be said for the surroundings as well; if a pickaxe is in the inventory,
and a gem is seen on a mine wall, using the tool on it will result in a new item
to sell for cash. These little touches, while not necessarily new, were implemented
so well that the game averted the very real disaster of being incredibly boring,
and actually gave life to such an unlikely game world. Navigating
can be a bit tricky, though. The map, and its smaller version, does little beyond
the basics; special locations aren't marked, leaving the player left with the
unfortunate task of trying to remember landmarks in many areas that look exactly
alike. Also, because of the choppy framerate, movement will feel stilted. Combat,
on the other hand, is pretty natural and plays much like Morrowind: the
longer the attack button is held down, the harder the blow will be, and moving
while swinging will dictate what kind of an attack will be performed. There are
no parrying systems or anything of the sort, just bashing, evading, and using
magic. Magic plays a particularly interesting role, because it requires the player
to actually perform the moves, instead of just selecting and casting. Runes are
used in combination to perform spells, and each rune has a set of arrow keys assigned
to them, so casting a spell requires the player to use the directional pad to
move their character's hand in the direction stated on the rune. Powerful spells
will require multiple runes, so after a while it'll feel like a combo system is
developing. Thankfully, players can pre-cast spells so they don't have to fumble
around with the inventory and rune directions in the middle of combat. While this
certainly caused some truly hectic situations, it was handled well and fit in
with game's style. The story is particularly
interesting, as are the quests. There are a few of the fetch missions that are
so common to the genre, but they are also intertwined with much more interesting,
and fun, tasks. The aforementioned bread puzzle was enjoyable, as was finding
a gift for a new troll friend. Watching the story unfold, with its earthly and
unearthly twists and turns, complemented the game's claustrophobic feel. Throughout
the player's journey they will get accustomed to their onscreen character, who,
I think, has to be one of the more annoying characters I've seen in a while. Constantly
whining about not wanting to participate in the world around him, but doing it
anyway, his out-loud, soap-opera-like thinking spiels were just annoying. In
spite of the whiney main character, the loading, navigation issues, and graphic
problems, Arx Fatalis is actually a surprisingly enjoyable game. The sporadic
periods of doldrums are the result of many of the problems listed, but they still
remained nuisances. Console gamers who want something new would do well to try
out Arx Fatalis; granted, it isn't as fast or as glamorous as a Square
Enix outing, but it has charm and an adventure well worth taking.
Graphics: 6/10 Argh! S-s-s-l-l-o-o-w-w-w. One wouldn't know that Arx
Fatalis was being played on an Xbox by its performance. Wondering about caverns
and mines isn't too bad, but going into a city will result in far worse slowdown.
Aside from technical problems, the character models are a bit rigid as well. The
details aren't bad, likewise with objects and items that populate the world. For
being underground, the blacks, browns, and grays can get to the player after a
while, but there was a decent job done in providing varied settings within the
dank and dark caverns. Spells look good, and the actual designs of enemies and
non-playable characters were solid. It's just a shame it wasn't optimized more.
Sound: 8/10 The music
is pretty good; it isn't as bleak as one might expect, nor is it so whimsical
that it doesn't fit. The sound effects are also good, but minimal, but that is
mainly do to the bleak environment. The voice-over work is good, for most part,
with the worst being the player's character. All non-playable characters talk,
despite many sounding alike, it's still effective in giving some life to the cities.
By default the voices are too low, but thankfully it can be adjusted accordingly.
I would've like to hear more sounds from buildings; while talking people help,
hearing more than the basic sounds of living would have gone a long way. Control:
6.5/10 Due to the slow framerate, basic navigation is sluggish. The inventory
is also fairly cumbersome with the main screen only being able to combine and
equip/unequip items, and an on-screen inventory that allows for dropping unneeded
items - an additional and needless step. The basic combat is good, but I do wish
someone would create something a little more than smashing and slashing at varying
degrees of severity. Magic is handled well, with the directional pad serving well
in the function of performing spells. Overall:
7.5/10 Arx Fatalis certainly isn't for everyone. The mundane activities
that I enjoyed (cooking, fishing, etc.), others will find boring; likewise, the
seemingly never-ending caverns, slower pace, and technical problems are things
that even those who are fond of PC role-playing games might be put off by. Still,
even with its problems, I had plenty of fun and would recommend at least a rental. [
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