Review: Arx Fatalis (XBX)
Set underground after topside Earth has become uninhabitable, Arx Fatalis is an entirely claustrophobic affair - textbook Dungeons & Dragons territory with passages, caverns and cities hollowed out of rock. At first, this takes a little getting used to, as Gamestyle did not appreciate the relevance of skyline, clouds or weather systems until they were no longer visible. This approach provides the game with a unique atmosphere and gritty, downtrodden perspective.
After acclimatising to the 'earthiness' - and escaping from your captors - the story of Arx Fatalis unfolds. Just like XIII, the main protagonist suffers from selective amnesia (perhaps a current vogue amongst French developers?). Saddled with an assortment of trolls, goblins, giant spiders and rat-men, the first few hours are extremely taxing. And, as this is hardly a visual tour de force, there is little outward spectacle or immersion: Arx Fatalis is a game that only rewards those committed to the quest and, as such, is a sizeable undertaking.
For the record, you take the role of Am Shaegar - who is devoid of memory and slowly sucked into the rivalries that exist underground. Only by exploring the various outposts, settlements and creature-types can you hope to piece together your identity. Like any well-concocted story, there are sub-plots, legends and revelatory moments to be uncovered (so Gamestyle will refrain from diluting the experience).
Thankfully, there is much more to Arx Fatalis than the bog-standard D&D trappings we've suggested; many strange cultures and races await your arrival (none moreso than the snake women) - some are friendly, others not so welcoming. The narrative flows from the interspersed drawings and paintings that, on reflection, are far more effective than any derivative cut-sequence (or lavish Square Enix production). These help to instil a fear of the unknown, and contribute to the otherworldliness of the setting; maintaining an ethereal, laidback pace to the game.
Post-Morrowind, there is little else for developers to accomplish when pushing the boundaries of non-linear RPG convention. So Arkane Studios has taken a sideways-step in crafting its realtime adventure - placing signposts and barriers that prevent the gamer from becoming lost or overwhelmed; after all, freedom of choice isn't always the holy grail. While this is by no means a linear experience, the range of options and paths available have been curtailed - making progress its own reward.
Released late last year for the PC, Arx Fatalis was originally beset with bugs and operating problems. Thankfully, such issues have been resolved for the Xbox edition - there were no 'show-stoppers' as such, although many of the characters appeared about as responsive as sleepwalkers. Eventually, you begin to humour its shortcomings.
Using the first-person perspective for an RPG is a brave choice, and one that can make or break a game. Arkane Studios has managed to avoid the jump-o-vision of Turok and the treacly movement of Morrowind; interior locations make for fluid design. Alas, armed combat is somewhat rudimentary: outside of standard hits and blocks, it all comes down to the weapon you are carrying in battle. Holding the trigger down for a few seconds results in a firmer swipe, but knowing when to flee is far more important. Even when pitched against weaker opponents (of the feet-munching kind), the fighting system proves to be feeble. By contrast, the magic system is a revelation - with spells to be learned and combos to be expounded in combat. Like Shadow Hearts, its interactivity places it apart from a simple point, click and detach system. In fact, experimenting with items or simple pieces of food can bring unexpected results.
In spite of its PC origin, those expecting state-of-the-art visual design will infrequently find it. Certainly more could have been done to enhance this Xbox port, if only to address the stagnant menu system. Framerate hitches do occur, and the Dolby Digital soundtrack is sometimes barren (relying upon the formulaic cliché of striking up when trouble is brewing). The voice-acting meanwhile features a variety of accents and the sound effects adequately portray the stark reality of a strange world.
Arx Fatalis came as a pleasant surprise to Gamestyle, and that's always welcome. As an RPG, it puts Arkane Studios on the map and earmarks the team as one to watch. However, with low-key advertising and inferior box art (in comparison to the PC version), it's certainly got an uphill struggle convincing the tech-savvy, licence-hungering hordes of the gaming public. We wish it luck.
Rating: 7 / 10
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