![]() ![]() They'll kick objects at you, slam the ground, and even pick you up and toss you across the room. The four Cyclopes that appear throughout the game are fun to fight. To try and spice things up the game pits you against a few giant boss encounters and drops in some light puzzle elements. As it is the enemies do alert others nearby if they're attacked and will occasionally run away if they think they're outmatched, but it seems like there was potential for many more levels of combat nuance. For instance, what about cutting an enemy's Achilles' tendon? Afterwards the enemy could yell for help, drawing more foes ripe for stealth attacks to the area. ![]() With a game so heavily focused on combat, it seems like there should have been a few more advanced options for sneaking as well. Sneaking turns out to be pretty difficult, far more so than sitting back and piercing an enemy's face with an arrow. As for the stealth gameplay, you can shoot bows from shadows and remain unnoticed (assuming you hit the target) or sneak up for a backstab kill. Some options for counter attacks would have been welcome, or some kind of combo system with the power strikes. Though there are a number of different ways to attack your foes, the fighting just doesn't feel as natural as it could have been. The game still offers some interesting battle scenarios and it's definitely fun for a while, it just doesn't last. Even if using the melee and magical abilities, the fights start to get repetitive after halfway through. Once you get a little way through the game the gameplay starts to drag. Since most of the game's single player arenas are set up with various spikes and fires for you to take advantage of, kicking enemies to their death will serve as a common method of execution as long as your stamina bar lasts. While it's impressive to see enemies flipping off cliffs, floating in water, staggering realistically after a kick, and watching environments crumble and topple in a believable fashion, it renders some of the melee and ranged combat irrelevant. Running around with an ignited item will instantly kill anyone you run into. When you pick items up with either your hands or the spell, they can be set aflame by holding them over one of the game's many fires. Should you choose to learn the Telekinesis spell, you can toss barrels, boxes, and bodies into enemies. Knocking an enemy into water will also auto-kill as will kicking them into a fire and booting them from a ledge. Spiked grates populate every single level of the game and will instantly kill an enemy that gets kicked into them. These include a kick, the ability to topple some environmental structures onto foes, and knocking enemies into fires. To slaughter enemies more effectively, you'll want to use the game's "physics" fighting abilities. Since there aren't any vendors in the game, it's only worth holding on to the items you're actually going to use. Eventually you start getting magical items like fire bows and poison daggers which deal out additional damage. Upgrading melee gives you new attacks like a charge or jump, though the first person perspective makes these difficult to connect with them at times. Shields, armor, swords, staves, daggers, and bows can be picked up as you move through the mostly linear 12-15 hour campaign. By completing objectives you receive skill points that can be spend on upgrading melee attacks, learning new magical spells, or upgrading your stealth abilities. In terms of action, Dark Messiah offers plenty along with a role-playing statistic boosting system in the game. ![]()
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