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Liquidize105
04-25-2006, 03:06 AM
Now that Oblivion has been released to much fanfare, the market once again looks to the future releases for comfort. Many games are named, whose predecessors well-loved, and slowly but surly details are finding their way to the prospective buyers; PR persons and press writers are work hard to imprint that must-play image in your mind.

So what to make of Dark Messiah of Might and Magic (http://www.eurogamer.net/article.php?article_id=64041)? Well, why not let the good Mr. Gillen tell you.

On first glance, you'll file this alongside Oblivion - but that really couldn't be further from the mark. For example, while the basics of the melee combat system are identical, with a left-click performing a basic attack and a right-click applying a block, it rapidly expands further. While the last few years have been good ones for getting first-person melee to a better level (with Riddick and F.E.A.R.), this could be the one to allow a little more sophistication. At the least, the finishing moves where you can push a sword through someone before applying your boot to their chest to drag it clear are suitably visceral.

They're also getting Newtonian on the world's ass. Built with Valve's Source engine, it's a showcase for the sorts of things that you can do with the game world. Hell, the sight of what happens when you apply the kick to send a character sprawling into a spiked grill should give you a clue. The environment is packed full of things to interact with, like pillars you can topple to crush things beneath them. This can include you, too, as the AI is smart enough to notice and utilise environmental objects. The physics carries across into the magic system, with spells adding an icy sheen to the floor and sending the opposition flying - usually off a cliff. Oh yes, the magic system. It's one of those multi-routing games, with you being able to develop magic, melee and stealth skills as you progress throughout the game, as well as collect equipment and even do a little crafting. While this is a strictly level-based game, it's more than just a pretty face with a good hacking arm.
In the usual Ubisoft fashion, single and multiplayer modes are made by separate studios working in close association.

The visual similarities make the drawing of parallels inevitable between Oblivion and Dark Messiah. Deep beneath the appearance, Thief lives on as it did with Splinter Cell and, erm, Oblivion.

And if you're still hung up on yesterday's discussion, I urge you to read my summary of what it's really about. (http://www.evilavatar.com/forums/showthread.php?p=258784#post258784)

Zawath
04-25-2006, 04:03 AM
I just hope Kuju doesn't mess up the multiplayer. That company has never done anything great.

Klade
04-25-2006, 05:12 AM
I'm actually not thinking much about multiplayer, if this game even has a multiplayer it will just be icing on the cake for me. Its the singleplayer that has me excited. I've been waiting for a long time for a game to really use a magic system to screw with the environment. Plus the teams overall ethic of objective rather then experience based leveling has me happy as well.

Demo_Boy
04-25-2006, 07:12 AM
Actually I think that the MP element will determine the life or death of this game.

Everything listed about SP sounded like it has been covered in Oblivion already.

But a magic based Team Fortress with differing teams? As long as this comes out before Quake Wars, Huxley et al, it will have a good following. That is of course if it is a solid implementation.

2fort4 FTW!!!111!!

Demo_Boy
04-25-2006, 07:16 AM
To the devs, please examine the mechanics in Unreal 2 XMP and Jedi Academy for Team based capture play and melee mechanics.

The Continental
04-25-2006, 08:45 AM
The game is played across five maps, like a tug-of-war inversed. Starting at the centre one, a win or loss pushes the team one step back along the geographically-linked maps. That team loses again, and it's another step back to the final stronghold. A loss there loses the match. Of course, if one wins, it pushes back in the other direction. Played between Human and Undead teams, the final human fortress is shown off, where the defenders look down from sky-high crenulations and the attackers can push elaborate siege towers against the walls to gain access. The armies are comprised of five inter-supporting classes. For example, the human team consists of the Archer (sniper), Knight (melee warrior), Mage (offensive spells), Assassin (the stealth character, who mixes invisibility with similar disguise-self roles to Team Fotresses' spy) and the Priestess, who does healing-style group support.

This makes me happy.

Mason
04-25-2006, 10:11 AM
I think it is worth noting that this seems to be mission-based, instead of a big giant open world. That isn't necessarily a negative, but too much conflating it with Oblivion/Gothic might leave some people confused on this point. DHMM will almost certainly have more interesting combat and environments, but it lacks the scope and freedom.

Still, the videos I've seen suggest that I'll be buying it and playing it three times. Uniformly impressive.

Zurik
04-25-2006, 10:31 AM
Well the combat couldn't be much worse than Oblivion. If the game is as interesting as the videos, then I'll be picking it up.