- Game Info
-
Arx Fatalis
Published:
2002/06/28Developer:
Publishers:
- JoWood (International)
- DreamCatcher (U.S.)
- Steam (Digital)
Genre:
RPGPlatforms:
Windows, XBoxVersion:
1.17License:
Single retail purchaseESRB Rating:
Mature (M)Features:
singleplayerGameplay Keywords:
action, fantasy, first-person, magic, medieval, melee, real-time, role-playing, stealth
Review
review and analysis of the game
| -3 | -2 | -1 | 0 | +1 | +2 | +3 | In a word: | |
|---|---|---|---|---|---|---|---|---|
| Gameplay | 0 | Vanilla | ||||||
| Immersion | 0 | Decent | ||||||
| Interface | -1 | Inadequate | ||||||
| Robustness | 1 | Good | ||||||
| Indoctrination | 1 | Serviceable | ||||||
| Singleplayer | 0 | Ordinary | ||||||
| Coop | N/A | |||||||
| Competitive | N/A | |||||||
| Team | N/A | |||||||
| AI | 0 | Functional | ||||||
| Graphics | -1 | Coarse | ||||||
| Audio | 1 | Enjoyable | ||||||
| Total: | -27 : 1 : 27 | |||||||
| Normalized: | -100 : 3.7 : 100 | |||||||
I wanted to enjoy Arx Fatalis, I really did. It appeared to be a feisty little independent sandbox RPG with original, home-grown story and gameplay. Unencumbered by anything like D&D 3rd Edition, or the particulars of licensed IP or even a prequel. That's the setting for something really hearty and innovative, a chance for budding game designers to flex their muscles and show that they don't need to dutifully tread in the footsteps of Bioware or Black Isle.
The problem, I fear, may have been that Arkane Studios felt exactly the same way, and tried hard, a little too ambitiously hard, to maximize the opportunity. Arx Fatalis feels like a systems demo rather than a complete polished game. There's melee combat, but it's not satisfying. There's a unique magic system, but it's cumbersome and under-utilized. There's a seemingly expansive item-combination system, but it feels superfluous. There are NPCs, but they feel like lifeless props. There's an interesting world-setting, but it feels more like an excuse for things than it does an epic stage.
I played through maybe 1/3 of the game, and discovered that at some fairly early point I had inadvertently stepped over the velvet ropes that were supposed to be guiding me through the story arc, and as a result was suffering frustrating and confusing consequences. Which brings up another issue: that Arx Fatalis has the trappings of a sandbox RPG, but frays quickly if you veer off the presumed linear course. The game didn't outright break on me, and I suspect I could have soldiered forward perhaps all the way to the dénouement, but at the cost of actually enjoying the experience.
And rather than back all the way up to where I think I drifted off course, and replay things, I quit. Which is unfortunate, I suppose, if there was in fact some genuinely enjoyable gaming to be had in the latter half of Arx, had I stuck to the trail. But this is one of the (intended) consequences of playing games the way I do - namely a number of years behind the current crop. I play games well after they're patched and with hardware that's actually caught up with them, and if they fumble and embarrass themselves on the first date, I hail a cab and move on. Sure, I'll miss the occasional dessert in exchange for not having to eat copious servings of mushy luke-warm vegetables, but it's not like I go without dessert completely, so I consider it a winning policy. Arx had begun to feel like a pile of cold mashed peas and carrots and I simply wasn't in the mood. Certainly not with things like Gothic 2, Morrowind, etc.. still waiting patiently on the shelf. I didn't need to suffer medicrity just to get a sandbox RPG fix.
But I don't want to part without saying some nice things about Arx, since it's not like it failed miserably -- mostly I just quit on it. ("It's not you, baby, it's me.")
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Torches! Yes, this is a common theme in my game reviews. I'm not saying that if you put a carry-able torch in a game I hated (like, uh, Diablo 2), that I'd instantly think the game was the bee's knees. But I would instantly think the torch was!
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The goblins and orcs are (this might sound silly) really likeable. They're actually the best NPCs in the game (that I saw). They just seem like the antagonistic, brutish, but endearingly simple-minded species that one always imagines they'd be.
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The auto-mapping and auto-journal are both solidly functional, which is a welcome perk.
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It uses the dual-mode UI that I first saw in System Shock, wherein you generally operate in first-person mouselook mode, but a single keypress toggles the curser-based click-n-drag mode used for inventory and character management. I find this pairing to be particularly effective.
Ultimately, I'm sure I didn't see enough of Arx to judge it fairly. But judge it I have, nonetheless. It seems like it was a decent freshman effort from Arkane Studios, who thankfully have survived and appear to be continuing to hone their skills in the genre. I didn't dislike Arx in such a way that I would steer clear of subsequent games from the same crew, but I just couldn't justify sticking with it to the end when I've so many other (presumably capital) titles vying for my attention.