Sledge on 30/11/2002 at 08:59
I usually don't write reviews for new games that I play, but I had such a strong reaction to Arx I kinda felt the need to get some of my thoughts down on paper, so to speak. So many strong points, but big negatives too.
As a whole I liked it a lot. Hopefully Digital Nightfall will forgive me for writing a second fan review, since I know his was very thorough and honest :)
Graphics: 8
One of the most successful things about Arx is that it has a very unique esthetic. It feels like an altogether genuine world, with a lot of creepy underground environments and a lot of variety.
The textures in Arx are mostly well done, and seem to display a nice variety of bump mapping. When the lighting is good, the bump maps stand out well and add an additional layer of graphical goodness into the mix. As a whole the medieval esthetic works very well. There’s a few moments here and there when you notice the occasional oddness (really grainy bump maps, a wall texture applied to the ceiling), but as a whole both the individual textures and the combination of textures in a scene are well done.
Level geometry is also as a whole quite good. The city of Arx in particular is spectacular, with lots of great bridges, paths, and levels intersecting and intertwining together. The organic cavern system is fair when used by itself, but is outstanding when used in conjunction with normal architecture, as it is in Arx the city. You will notice, however, that there is a HUGE discrepancy in the quality of some of the esthetic design. Much of the beginning of the game is made up of blocky and undecorated corridors, some of which aren’t even lit. Later in the game, there are a few areas of dull caverns, also with little decoration. These contrast a bit too much with the ultra-detailed areas, even when dealing with similarly themed design. Compare, for instance, the caverns on level 5 with the caverns on level 2. The former has multiple elevations, frequent supports, interesting lighting, and debris. The latter is mostly bare, with very little in the way of interest to catch the eye.
The same can be said of the lighting – when it’s good, it’s DAMN good. Even a simple cavern setting, such as the ones on level 4, can be made beautiful by nice, properly contrasted lighting. When it’s bad, you end up with either totally unlit corridors, illuminated only by distance fog. There’s also plenty of instances of sourceless light, which is very noticeable and a little hard on the eyes.
The use of distance fog is mostly successful. One of the best things about the use of distance fog is the variety with which it is applied. While sometimes it’s meant to blend more into the background (level 1), at other times it’s meant to define the overall look of the space (level 5). At times it’s a little too strong and near, but I suppose that’s forgivable.
One thing that does add tremendously is the particles. Usually particles aren’t the focal point of a scene, but Arx does a fantastic job of using fire and magical effects to liven things up and enhance the quality of its scenes. The spellcasting effects are also really well done, which makes drawing runes all the more fun.
The characters in Arx aren’t too high poly, unfortunately, but they are full of life and personality. All of the creatures look distinct and have their own unique look.
Arx does a good job of creating a lot of memorable visual moments. It’s use of a unique visual style earns it high marks.
Sledge on 30/11/2002 at 09:00
(part 2)
Sound: 6
The ambients in Arx are for the most part great. Most of the sound is very subtle, but very creepy and atmospheric. There was more than a time or two when I was reminded of some of my creepiest moments in Thief. The ambients help set the scene and set up tension at the right moments.
The sound effects were also mostly pretty good and themed appropriately. Little details, for me, seemed to highlight the overall atmosphere. For example, the ground always sounds dirty wherever you walk, making the whole of Arx seem used and dingy.
The voice acting I would say is not that great for a lot of the humans, but is fantastic for the creatures! The goblin and troll voices manage to be mean, funny, and stupid at the same time, which adds a lot of life to them and makes them distinct from their human counterparts.
Despite the quality, however, sound remained a low point for me. The thing that killed the sound was the (lack of) propogation. It was painfully obvious that sound constantly bled through walls and wasn’t blocked properly when it should have been. This hurt both the atmosphere and infringed on some of my stealthy gameplay moments. There were also quite a few moments when ambients were abruptly cut off or started too quickly.
Sound seemed good on the creative end, but needed a little more help on the programming side.
First Person Body Awareness: N/A
I thought I’d give this a separate heading since it’s a fairly new innovation.
The first person body awareness in Arx I mostly like. Being able to see your character’s legs helped in navigation and jumping, which was a big plus. Also, being able to look down and see what leggings you’re wearing is downright cool, and a good way to encourage players to try out new armor.
One of the worst things I noticed though was that the player could never sprint or run. While this made sense in town, since you don’t often see people sprinting around in public for no apparent reason, it was a bit weird in combat. You can never run away from monsters, only walk away briskly!
I also felt a little disappointed you couldn’t see your torso. This meant you didn’t get any feedback for the chest armor that you were wearing. Chest body awareness would have also been a good place to put some damage feedback, but alas, no go.
Meta Game: 8
Character attributes and skills are set up nicely, with a straightforward interface dependent on level-gaining for improvement. All of the skills you can choose from are readily applicable in the game world and each has its use. The meta screen feedback you get is also extremely useful – when you run your mouse over a skill it will tell you exactly how you apply that skill in the simulation.
The auto map they have works very well too. Because some areas are built without any real landmarks (especially some of the caverns in levels 2 and 5), the map can be an invaluable tool in navigating and in finding new areas.
The journal system they have is a nice idea, but unfortunately is pretty useless. Instead of containing information about objectives and where you’re supposed to go next, it instead keeps track of what you’ve already accomplished and denotes vague fictional references that don’t help you in the least. This was a big missed opportunity, especially considering that some of the puzzles in Arx are so difficult.
Gameplay: 8.5
Ok, now this is where things get tricky. At its best, Arx is an awesome first person rpg, with lots of cool emergent scenarios and badass core gameplay. At its worst, Arx is a horribly console-like “solve the scripted puzzle” game, with frustratingly difficult push-button sequences and forced path scenarios.
Core Gameplay
The core gameplay in Arx is hugely fun. You get to explore lots of dark environments, and there is a real feeling of discovery as you journey from place to place. Finding items, gaining experience, and using your skills are all great core gameplay. Arx is really successful in getting the player excited to find new unexplored areas; not only is there the promise of more booty, but there is also the promise of new visuals, new characters, and opportunities to do new things.
Combat is fairly simple, but works well. The “feel” is really cool, enhanced by good blood effects and sound effects. Strategy it’s a pretty straight-forward circle-strafe and hack solution, but for the most part the system is well balanced and the monsters aren’t too horribly difficult… at least until late in the game.
Spell casting is likewise fun, though during combat the specificity with which you have to draw the runes can be a little frustrating (I still to this day get Movis and Taar mixed up). Still, the interface is pretty neat once you get the hang of it, and the ability to bind pre-cast spells to hotkeys makes things a bit more user-friendly.
The stealth system, at its core, is one of the best I’ve seen in a game. It’s simulated (not emulated, as is often the case), and is based on lighting and sneaking, much like Thief. Like Deus Ex, there is one level of partial failure for stealth – a state where the AI investigates, but doesn’t know for sure you’re there. This is very forgiving in the context of the game and allows a competent player to sneak around with a good sense of feedback. However, unfortunately, many of the environments in Arx do not support a stealth solution. This is particularly frustrating in areas of sourceless light… a hindrance to both visuals and gameplay. Some designers just weren’t careful about this aspect of gameplay. Also, another thing which really hurts the stealth model is that it is only used to set up kills and is not treated as a solution in and of itself. This ties into the weakness of the way in which the player gains experience (see below). However, even with this weakness it manages to best the likes of other popular stealth driven games, such as NOLF2 and MGS.
The biggest pitfall of core gameplay ties into the experience system. The largest systemic source of experience you have in Arx is from killing things. This is bad because your means of attaining power and experience often directly conflict with the fiction of the game. For instance, there was a unique fiction sidequest where I obtained a troll amulet. There were cutscenes related to this quest and unique items made for it. It’s obvious this was a Cool Thing the designers wanted me to do. The problem is, it’s to my direct benefit to say screw the amulet and go hack up every troll I see anyway. After I get the amulet, it’s even in my benefit to chop down the troll who gave it to me.
Another important point to note here is that cutscenes will not trigger if certain characters are dead, and there is often only one cutscene per fictional point. Thus, though the game is actually encouraging you to kill as many people as you can (because you get experience for it), if you do so you will miss out on important fiction. This is especially bad because almost none of the information you get from cutscenes is redundant with information you can find elsewhere in the world. (Note: this was one of the most successful things about Thief – important information could be gleaned from the briefing, from conversations, and from texts, so if you weren’t paying attention to one the same info could be found elsewhere).
This also means that stealth is mostly useless unless you’re going to backstab your enemy. Deus Ex solved this problem (mostly) by rewarding the player with experience upon reaching locations beyond enemy patrol points. However, they gave none for killing enemies, thus allowing you to get by a guard any way you wanted and be rewarded equally. I think this is a difficult point to argue because the assassination approach can be relatively valid and has worked in other games. My gut feeling, though, is that the stealth system in Arx is strong enough to stand on its own. It seems good enough where they could have taken even greater advantage of it had they wanted.
Another bad thing about killing people: the faction status of any given AI in Arx is emulated; AIs are linked together by some telepathic connection. It doesn’t matter if you kill a person and stash their body in a dark corner… everyone in the entire area will know you did it anyway. This means you can’t be a stealthy assassin, but pretty much have to have foreknowledge of who an AI’s friends are. This breaks down not only in general instances of attempted assassinations, but also in specific quest-related instances as well. For example, late in the game a ghost wanted me to avenge her death. I knew who her murderer was, but yet when I attacked him (to avenge the ghost), everyone in the whole area started attacking me.
This also means that you have to spend a whole lot of your skill points in either casting or in combat. You never get an opportunity to specialize in exactly the way you want because you’re always worried about fighting increasingly difficult enemies. If you don’t invest in these skills, you’ll quickly find yourself in Deep Trouble as the game moves forward.
Puzzles
Ok, so let’s move beyond core gameplay… what about the specific puzzles and quests? In short, the little puzzles and quests are by far the weakest things about the gameplay.
The one good thing about the individual puzzles is that the designers are mostly pretty good about putting the necessary items you’ll need in the immediate environment. Usually, you don’t have to travel very far in order to get the items you need to solve the puzzle. The biggest problems are that a lot of the scripted puzzles only have one solution (killing everyone in the area notwithstanding) and that it's easy to lose track of important items if you're not careful. In Arx, you have to meticulously pay attention to every little detail in the environment and keep everything that might even remotely be useful.
Further, a lot of the little scripted moments in Arx are just downright frustrating. Why do I have to make the beast in level 8 drown in the lava? I have an entire arsenal full of weapons and runes, and the entire rest of the game has been encouraging me to use them. There just doesn’t seem to be any benefit to having those moments in the game. The base of Arx is about exploration and about character building, like any good action rpg. A lot of the puzzles serve more as distractions and frustrating breaks rather than gameplay enhancers.
The things that I think could improve Arx the most are having less scripted puzzles, more solutions for key problems, and having the fiction react a little more to gameplay styles.
Overall: 8.5
Despite a few frustrating moments in this game I'd say it's a pretty incredible action rpg. There aren't very many studios who can pull off this type of game and this type of setting, but for what it's worth Arkane does a very fine job.
twisty on 30/11/2002 at 23:19
I still haven't got my hands on Arx yet so I have skimmed over some sections of your review. However, I think that its great that a member of the Thief 3 team is playing Arx Fatalis. Is it getting well recieved at Ion Storm?
Raf on 1/12/2002 at 13:30
Thanks for that review Sledge,
It's the kind of review that will really help us making a better game !!! I moslty agree with all your comments and I like the fact that you are able to explain what doesn't work !!
I agree on the stealth that hasn't been used as much as we could have (though there is the possibility to steal Krahoz from the rebels, a bit like in Thief), but we had problems integrating it properly due to the 'all in one' aspect of the game. I totally agree on the experience system which doesn't encourage the players to use stealth: we'll do it differently next time, you're so right about this, Deus Ex had a much better way to handle it ! Another failure you spoted is the fact that factions have telepatic connections when one of their people die : it's true, we're still thinking of a way to avoid this, but so far we haven't found a very good solution, as one of the obvious bad consequences is there are some key characters that we need for custcenes, so if the faction is not aware of their death we have a problem... about scripted puzzles, yes, some are pprobably a bit aout of target or too hard to figure out, we'll work on that too for the next one.
Now to answer some of your questions:
-Regarding the mithril sword before finding the book: you still can apply the koltk powder after the weapon is forged.
-Items won't disappear in the lava :)
-The black beast thing has been either loved or hated, so I guess it's a failure for us somehow... The initial intention was to put the player in a situation where fighting is not the solution, no matter how super strong he is, we wanted him to realise there is stronger than him.
Sledge on 2/12/2002 at 01:32
Quote:
Originally posted by twisty I still haven't got my hands on Arx yet so I have skimmed over some sections of your review. However, I think that its great that a member of the Thief 3 team is playing Arx Fatalis. Is it getting well recieved at Ion Storm? Yeah, I think so, but admittedly a lot of us are too busy to play all of the games we want to play. I'd been looking forward to Arx for a long time so I'm pretty sure I managed to get it and finish it first (though Emil was and I were about at the same place for a little bit). I think a lot more people here will get into it once they try it. My review is admittedly a little hard, but I think it's exactly the kind of game that people here will like. Despite my criticisms it's the best single player game I've played in over 2 years.
Thanks for the response Raf!
Quote:
Originally posted by Raf Now to answer some of your questions:
-Regarding the mithril sword before finding the book: you still can apply the koltk powder after the weapon is forged.
-Items won't disappear in the lava :)Ok, I'm an idiot :eww: . I updated the review.
Quote:
Originally posted by Raf -The black beast thing has been either loved or hated, so I guess it's a failure for us somehow... The initial intention was to put the player in a situation where fighting is not the solution, no matter how super strong he is, we wanted him to realise there is stronger than him.
I think it's always cool to put the player in situations where he/she has to think. The reason I didn't like the black beast puzzle was because the player had to die several times to figure this out. Though there is some information on the beast, the only way to figure out how strong it is would be to fight it and die. It's the "teach by death" strategy that I personally don't like. In my opinion, some ways to counter this problem would be to make a custom "clang" sound or "bounce" weapon effect so that you know your weapon isn't doing any damage, and take the damage from the beast down so it doesn't kill you in one hit. I also think it may have been a good idea to provide more explicit information about the beast's weaknesses. I'm very guilty of using puzzles like this in some of my stuff... I suppose it's because of my own weaknesses I tend to be a little critical when I find similar puzzles in other games.
Anyway, it's Really Cool you guys at Arkane take the time to read the forums. I tried to make my review honest... I hope it was too critical lol! Thanks for taking the time to respond to this post :)
xman on 2/12/2002 at 12:40
Quote:
Originally posted by Sledge In my opinion, some ways to counter this problem would be to make a custom "clang" sound or "bounce" weapon effect so that you know your weapon isn't doing any damage,This is a good idea.
Quote:
Originally posted by Sledge and take the damage from the beast down so it doesn't kill you in one hit.This is NOT a good idea because it was precisely the fact that my super-warrior died in one hit that made me understand that combat was useless.
Quote:
Originally posted by Raf we wanted him to realise there is stronger than him.There's a "mini-beast" in
Iserbius' hideout. Which means he is stronger than the beast. But I could kill him (as well as the mini-beast ;)) so I'm stronger than him. :D :sly:
Morte on 2/12/2002 at 15:09
Quote:
Originally posted by xman This is NOT a good idea because it was precisely the fact that my super-warrior died in one hit that made me understand that combat was useless.But that's the problem, that you have to die to realise that it's unbeatable. Problem solving by trial and error is lazy design. They should inform the player that it can't be killed by conventional means some other way, they could just have Am Shegar say something like 'Not even a dent?" when he hits it for instance. I thought it was a pretty cool sequence though, but I have one other (minor) gripe with it, and that's using a cutscene to set it up. The same is true with one of the mummies in the Crypt and the first goblin lord you meet when you escape the prison.
I'd really like it if you'd leave out all cutscenes that aren't plot critical/conversations the next time around, since they break immersion, and they don't reall add anything. The one with the black beast alerts you to it's presence, true, but the same could be accomplished by having the ground shake when it lands and an earthshattering roar, for instance. The one with the goblin's worse because it forces you to fight, you can't even sneak up on him.
It's not *that* big a deal really, but this is a bit of a pet peeve of mine. :)
Raf on 2/12/2002 at 18:57
Quote:
Originally posted by Sledge
My review is admittedly a little hard, but I think it's exactly the kind of game that people here will like. Despite my criticisms it's the best single player game I've played in over 2 years.
Sledge, your review is far from being hard, it's very helpful and some of your comments are very rewarding too :)
Quote:
Originally posted by Sledge
Anyway, it's Really Cool you guys at Arkane take the time to read the forums. I tried to make my review honest... I hope it was too critical lol! Thanks for taking the time to respond to this post :) I'm often on this forum, I'm always interested in reading what people think of the game. Thanks for taking the time to post your comments, I'm sure you must be very busy on Thief3, and by the way Thief is one of my all time favourit game, and I'm waiting for T3 like crazy !!!!
addink on 3/12/2002 at 20:42
Quote:
Originally posted by Sledge [...]
The problem is, it's to my direct benefit to say screw the amulet and go hack up every troll I see anyway. After I get the amulet, it's even in my benefit to chop down the troll who gave it to me.[...]
I realized the same thing, however I hardly see it as a problem... This is the first game (to my knowledge/realisation) that actually made me face a moral dillema without giving a bonus for doing the right thing...
I
like the trolls, and even though I could easily pillage their wooden chests after they went back to work, I didn't because it felt wrong (I even felt bad about checking the contents)..
Allright maybe I'm a big softy, but I think there's some brilliant interactive storytelling.
___
Hey, Sledge! How did the snow turn out?
Raf on 3/12/2002 at 22:12
eheh :)
it's fun to play with people feelings ;)