» Sat May 12, 2012 8:49 am
This game is not truly open-world, it's technically open-world because you don't have to focus only on the missions, nor always follow a particular path without the ability to backtrack. It's what I call illusionary open-world. It's open world like Borderlands is open world, with a lot of walls. There are so many walls, you essentially can't really do anything but stick to the missions at hand like in Borderlands, only Arx Fatalis has a much better feel to it, and you don't feel like the game is cheeply trying to appeal to teenagers through the use of cliches, hype, and requiring less cognitive abilities while focusing more on the shoot'em up. I'm liking Arx Fatalis for the most part. It's really what Borderlands should have been, except Borderlands is in the future with guns and explosives. But then they'd of probably accused them of ripping off Fallout 3 or something.
What I like about Arx Fatalis, and really this is their saving grace that lifts them to avoiding the boredom that sets in when one must follow missions all of the time, and that is their crafting. Apparently, there is a crafting element that I haven't yet been fully able to explore as I'm still a lower level. The exploration, collecting of items that might be useful, gaining money, getting better armor and stuff, all of that is similar to every RPG and just about as fun as any RPG.
Some unfortunate things about Arx Fatalis, and this really can be it for some, it's not intuitive. I mean you have a mission. First, it's not really clear about what you need to do, and when you do find out the answer, finally, because of going to some forum, walkthrough, or plain dumb luck, it's something that's relatively ridiculous. It sort of mirrors figuring out the answer for the next step of an 80's adventure game where you had to makes sure you clicked just the right thing before you could progress the storyline. For example, you're being ignored by someone, so how do you get them to talk to you? Intriquing, any number of things could possibly be the solution right? Well, none of those things you are thinking are the answer, the answer is some off-the-wall thing like poisoning him. I mean who comes up with that crap? It seems like someone didn't care about being creative, so they just threw an answer in there.
Anyhow, if you can get past the quirks, glitches, and be willing to grace a walkthrough a few times, it can be an interesting game for the most part.
The atmosphere is dark and dank though. Not dark and dank like Diablo cave exploration, but dark and dank because the human civilization lives under ground, so you're in a cave-like atmosphere always. The synopsis is people moved under ground due to a supernova of their sun. Like they'd even know what a supernova is, much less have an actual term for it. Anyhow, the sun went dark, the planet became inhospitable, and people moved underground. Now you, can't remember who you are, escape from Goblin stew, and go around doing missions for the human race. The world does not seem very big. In fact, it seems quite confined. There are levels of depth. The first level is where humans live.
Now, they attempted to innovate the magic, which seems good, but I don't play magic characters usually. However, I've read people complaining about the fact that you have to wave your hands to do spells, which makes it exceedingly difficult to kill enemies. Oh yeah, and there is no pausing when you get into your inventory. The only way to pause is to go to the menu screen where you can start a new game, continue your current one, load, save, options, or quit. Some people didn't like this.
Anyhow, for $5.99 or $4.99, or maybe even less if you look around, it's really not that bad at all, and even though it's dark and dank, they've done a decent job of lightening it up by not having overly deadly enemies popping out of every corner. I know in some games, that's what scares me most, is enemies popping out of unexpected corners and killing me before I even know what's going on.
The game definitely seems more cognitive than most. It seems the creators wanted us to think about what we were doing rather than just hack and slashing our way through. And that adds a nice ring to it as well. Unfortunately, their lack of creativity in keeping it both cognitive and intuitive can annoy people. I mean their hints are almost non-existant, and to a point where if you find something, just the fact that it was made available to find is the only reason it's actually a hint because the solution that the hint implies can make no sense. However, they have allowed more than one way to finish some missions, so if you can't think how to do it one way, try another, and as a word of advice, try and keep hack-and-slash solution as a last resort. I read somewhere that the game is designed for the carnage craver, and allows for the completion of the storyline even if you go all lunatic and kill everything. I probably won't ever test this, but people seem rather convinced that every lock has a key somewhere or on someone in this game, and every quest-essential item exists somewhere at all times, which would suggest that storyline missions can be done even with hack-and-slash player mentalities reigning supreme.
Some also describe it as a puzzle RPG game because you have to figure things out in order to progress to the needed area or to help the required person. Although, if the cognitive processes were more interactive, it would be better. For instance, you have to find an item that someone may have stolen. Well, apparently, according to one conversation, the guy who may have stolen it didn't even know it was stolen. And if it weren't for like a word in that conversation, the second time I heard it, I would have thought he knew about it being stolen, which doesn't make sense to the next action he takes, and what happens after I recover the stolen item. It's like a hard to follow movie that's hard to follow not because you have to watch it carefull and remember certain details, but because they leave out large chunks in the path of logic that leads someone to a certain thinking. This game tends to leave out some chunks of logic here and there, which if touched up better, could make it much much better, and probably even more intuitive.
One other thing, I'm not sure what Bethesda had to do with this game because it was Arcane and JoWood that released this game. I'm not sure if Bethesda had anything to do with it, but Arcane and JoWood are the primary names on this game. It's plausible that all three were working on this game which is really what needs to happen. Not JoWood necessarily, I'm still not sure about them. Maybe them, if they can release a game without so many bugs and glitches. The Arcane people, the Pirahna Bytes people, and if they're up to an open-world RPG first person and space sim game, even the Egosoft people, and the Bethesda people need to all get together and take all the greatness of each of their games, The Elder Scrolls, Fallouts, the Gothic series, this Arx Fatalis, and if they want to add that first-person space sim functionality, X-3 series, and combine all of their best pieces to come up with an epic game. This game should include the cognitive requirements of Arx Fatalis and the Gothic series, with the crafting of all of them, and the freedom/sandbox play that the Elder Scrolls and Fallouts have demonstrated, and the creativity of the Bethesda team for the storyline, and the variety of missions that they all have should provide sufficient variety. Maybe even include the Wurm Online people for crafting pointers. Now they know crafting better than any other open-world RPG game. In fact they're only crafting, Yeah, actually they are only crafting. Everything in that game except the base landscape and resources found on the ground, and the spawned animals and trees was crafted by the players. You can even grow animals and plant trees and bushes, they are so deep into the crafting. You want a great game that makes great utilization of crafting, talk to the Wurm Online people, they know crafting.