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Mark Marrow
13 May, 2006

E3 2006: Dark Messiah of Might & Magic

PC Feature | Taking a closer look at Ubisoft’s new entry into the long running Might & Magic series.
Amongst all the hype of next-generation consoles and long queues at the Nintendo booth many gamers have overlooked just what’s installed for the PC. One particular title that sparked interest was Ubisoft’s entry into the highly successful Might & Magic series entitled Dark Messiah of Might & Magic, and it was no greater opportunity when we were asked to sit down with the latest build of the upcoming Dark Messiah of Might & Magic title.

First off the bat is that Dark Messiah of Might & Magic takes quite a different approach to previous installments. Rather than being a game based off combat alone, Dark Messiah requires gamers to focus a little bit more on the strategy and puzzles in defeating each bad guy. So rather than being a typical RPG where you acquire experience points for killing more and more enemies, Dark Messiah only awards gamers experience points once clearing objectives. Now this is far from a bad thing, as we’ve seen from Dark Messiah, since the developers have focused on making each battle a little more rewarding, since with the game each battle seems like a battle of wits and knowing your enemy rather than hacking witlessly like in games such as Diablo. And this was probably the most intriguing area of the entire game.

In Dark Messiah of Might & Magic, the game is pretty much one huge interactive world that can be used to attack enemies. Ropes can be cut to drop barrels or burning objects onto enemies, or even pushing rocks off cliffs onto by standing enemies below. In order to defeat many of the enemies in the game, gamers must observe their surroundings to exploit enemy weaknesses. For instance, the developers took us through one boss battle with a massive monster. Despite trying various attempts such as shooting arrows, hitting it with their sword and even firing a few bolts of magic at it, nothing worked. It was only when the character cut a nearby rope that set loose a pile of logs, which in return, knocked back the monster and revealing it’s weak point.

Pretty much everything in your surroundings are interactive, even barrels.

Pretty much everything in your surroundings are interactive, even barrels.
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This wasn’t something that was witnessed in only boss battles either. In the battles before the boss the character couldn’t penetrate any of the Orc’s armour. So in order to defeat the enemies the character had to once again exploit their enemy’s weaknesses by using their environment, whether it be by pushing them into nearby campfires or pushing pillars onto them. That’s not to say your weapons are useless, but in order to use them a lot of time gamers must first reveal the enemy’s weak point.

Combat is a great focus and it seems the developers have taken a lot of care into making it the most captivating area of the entire game. Each time you successfully hit an enemy a power bar will fill, and when it’s full, gamers can unleash an array of special moves and powerful spell effects – for example telekinesis to throw enemies around and a lateral slash that can behead enemies. The combat is also context base, which means depending on how you attack (lunge, hack or slash) it’ll change the enemy’s position and stage.

And what would be a good combat system without a good AI system? And Dark Messiah seems to have an excellent one. The AI behaves to how you approach each battle. Different monster will react differently, with some parrying attacks, dodging, using special abilities or even using the environment to their own advantage. There are even some creatures in the game that have incredible smelling senses and can smell you out if you’re nearby. There was also one boss battle that we saw where the player ran underneath a rock to avoid it, but it wasn’t soon after that the boss actually lifted the rock away to attack the player.

Ice to see you - sorry we couldn't resist.

Ice to see you - sorry we couldn't resist.
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Rather than there being a selection of different classes to choose from, gamers instead can delegate their experience points into several areas to customise your character: such as magic, stealth and combat. These can then be used to improve certain skills and unlock new abilities such as magic attacks that shrink enemies.

The game is powered by the Half-Life 2 Source engine enabling the developers to create an immersing world that looks every bit like Oblivion. The graphics are really up there and add to the atmosphere and the experience completely.

At this stage, Dark Messiah is looking like a decent entry into the genre. The combat seems very deep; a lot of intriguing environment interaction and the use of the Source engine really brings the game alive. The game is currently set for a September release in PAL regions and looks like a decent entry into the Might and Magic series.

Related Dark Messiah of Might & Magic Content

Dark Messiah of Might & Magic Review
28 Nov, 2006 A mighty return.
Dark Messiah of Might & Magic Preview
20 Sep, 2006 We take an in-depth look into potentially the best PC game of the year.
Dark Messiah of Might & Magic Preview
04 Aug, 2006 Multiplayer hands-on.
1 Comment
6 years ago
Hope there is a XBox 360 version. Looks at poor struggling PC. icon_cry.gif
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  Pre-order or buy:
    PALGN recommends: www.Play-Asia.com

Australian Release Date:
  Out Now
European Release Date:
  Out Now
Publisher:
  Ubisoft
Developer:
  Arkane Studios
Players:
  1-32

Extra:
System Requirements:
Windows XP
Pentium 2.6 GHz (3.2 GHz recommended)
RAM: 512 MB (1 GB recommended)
128 MB DirectX 9-compatible video card
7 GB free

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