Game Card
Dark Messiah of Might and Magic: Elements (Xbox360)
- Publisher:
- Ubisoft
- Developer:
- Arkane Studios
- US Release:
- 08.02.2008
- EU Release:
- n/a
- Number of players:
- n/a
- Type:
- Action
- Reality Factor:
- Fantasy
- Perspective:
- First-Person
- Extra:
- Other World
Review
We play Dark Messiah of Might and Magic: Elements...
First-person non-projectile based combat is a notoriously difficult concept to pull off successfully, with perhaps only the Xbox 360 launch title 'Condemned' managing to make a convincing enough stab at a fluid control system thus far. Dark Messiah on the 360 makes for an interesting attempt at getting this right, combining the staple elements of an RPG class system with combat mechanics pilfered from both FPS and fighting games; this is a title in which kicking somebody off a cliff is as important as aiming up a well-timed arrow to the head, but unfortunately as a result of the wide focus, it ends up doing neither thing particularly convincingly.
Even if the approach to combat is relatively fresh however, the art and design certainly isn't. Everything about Dark Messiah screams of a cliché, from the blatant attempt to recreate Oblivion-style environments, through to the tired swords-and-sorcery plot and 'ye olde english' voice acting. That's nothing new of course, games have been re-using the same concepts and ideas for years now, and indeed Oblivion itself taught that there will always be room for exceptional examples of a tried-and-tested creative formula. However, if you don't strike gold with the visual design and mechanics, using a thoroughly over-populated setting can only hurt the overall impression of any game, and unfortunately Dark Messiah falls right into that trap.
You'll begin in the traditional manner of any RPG-based title, with a choice of four different classes to make. Dark Messiah again sticks to tradition here, with choices limited to the Warrior, Mage, Archer or Scout/Thief. Each character choice effectively only determines a weaponset however, as levelling up is handled automatically in-game, with no diversion catering to specialities or proficiencies. There is no character editor to speak of, presumably because you never actually get to see yourself in-game, and no other decisions to be made at this stage.
All of which soon becomes clear as you make your way through the main campaign. As your chosen warrior, you'll progress through each relatively linear level in a standard manner, dispatching enemies with a variety of different combat mechanics and environmental triggers. In this respect, the level flow is typical of any FPS, with the depth of the RPG elements only skin-deep at best; combat gains the majority of focus here.
Which is a shame, because it really isn't very good. Each class has it's own differing style, with the archer and thief designed to hang back or sneak around for high damage singular attacks, and the mage and warrior fulfilling the tanking quota. The problem here lies purely in the mechanics however, which are unsatisfying at best, and an absolute mess at worst.
The secret to the 'Condemned' close-combat mechanics was one of pure kinetic satisfaction. Each blow from the first-person perspective really seemed to connect with your opponent, throwing them off balance or reeling backwards, and every incoming swipe seemed to connect with your point of view. Dark Messiah takes another route, and simply lets you rain down blow upon blow with swords, daggers and other projectile weapons, without so much as a flinch from any of your opponents. Finishing moves are met with a little bit more of a flourish, and as soon as each character enters rag-doll state then the whole thing becomes more convincing, if only for that split second of movement before they crash to the floor. Combat then, frequently degenerates into mashing the attack button, and the occasional use of a block to hamper any large amounts of incoming damage.
To counter the banality of this system, the game also attempts to throw environmental dangers into the mix, making for an initially interesting suite of choices. You can kick guards off ledges, impale them onto a nearby spiked wall, burn them in a fire or simply destroy supporting pillars to bring bridges and barrels tumbling down. All of which is a fun alternative to the main system, but certainly not enough diversification to last for an entire campaign. The simple fact is, you'll far too often end up surrounded by enemies, leaving no choice but to mash buttons or lay down the occasional spell, and it just doesn't work to any degree of believability or entertainment.
On top of which, the whole game is dogged by some incredibly bad technical limitations, which frequently result in single-digit framerates and some incredibly frustrating moments when you simply won't even be able to aim straight due to the on-screen slideshow. Considering this is a game based on a PC engine at least a couple of years old, such problems are unforgivable at this stage, and it seems Dark Messiah could have used at least another couple of months to iron out all of the issues.
All of which paints a pretty dismal picture. When the combat mechanism comes together and everything works as it should, Dark Messiah shows some real promise, which is perhaps the most annoying thing here. Unfortunately such occurrences are few and definitely far between, and the rest of the game seems so under-developed that it makes it almost impossible to recommend. A shame, and definitely one that hopefully the publisher and developer can take some much-needed lessons from.
Top game moment: Kicking a line of foes off the top of a house
Even if the approach to combat is relatively fresh however, the art and design certainly isn't. Everything about Dark Messiah screams of a cliché, from the blatant attempt to recreate Oblivion-style environments, through to the tired swords-and-sorcery plot and 'ye olde english' voice acting. That's nothing new of course, games have been re-using the same concepts and ideas for years now, and indeed Oblivion itself taught that there will always be room for exceptional examples of a tried-and-tested creative formula. However, if you don't strike gold with the visual design and mechanics, using a thoroughly over-populated setting can only hurt the overall impression of any game, and unfortunately Dark Messiah falls right into that trap.
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| Character models are fairly decent |
Elemental effects are fairly well designed |
You'll begin in the traditional manner of any RPG-based title, with a choice of four different classes to make. Dark Messiah again sticks to tradition here, with choices limited to the Warrior, Mage, Archer or Scout/Thief. Each character choice effectively only determines a weaponset however, as levelling up is handled automatically in-game, with no diversion catering to specialities or proficiencies. There is no character editor to speak of, presumably because you never actually get to see yourself in-game, and no other decisions to be made at this stage.
All of which soon becomes clear as you make your way through the main campaign. As your chosen warrior, you'll progress through each relatively linear level in a standard manner, dispatching enemies with a variety of different combat mechanics and environmental triggers. In this respect, the level flow is typical of any FPS, with the depth of the RPG elements only skin-deep at best; combat gains the majority of focus here.
Which is a shame, because it really isn't very good. Each class has it's own differing style, with the archer and thief designed to hang back or sneak around for high damage singular attacks, and the mage and warrior fulfilling the tanking quota. The problem here lies purely in the mechanics however, which are unsatisfying at best, and an absolute mess at worst.
![]() |
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| Various environmental-based attacks are available |
Dark Messiah aims for an Oblivion-like art style |
The secret to the 'Condemned' close-combat mechanics was one of pure kinetic satisfaction. Each blow from the first-person perspective really seemed to connect with your opponent, throwing them off balance or reeling backwards, and every incoming swipe seemed to connect with your point of view. Dark Messiah takes another route, and simply lets you rain down blow upon blow with swords, daggers and other projectile weapons, without so much as a flinch from any of your opponents. Finishing moves are met with a little bit more of a flourish, and as soon as each character enters rag-doll state then the whole thing becomes more convincing, if only for that split second of movement before they crash to the floor. Combat then, frequently degenerates into mashing the attack button, and the occasional use of a block to hamper any large amounts of incoming damage.
To counter the banality of this system, the game also attempts to throw environmental dangers into the mix, making for an initially interesting suite of choices. You can kick guards off ledges, impale them onto a nearby spiked wall, burn them in a fire or simply destroy supporting pillars to bring bridges and barrels tumbling down. All of which is a fun alternative to the main system, but certainly not enough diversification to last for an entire campaign. The simple fact is, you'll far too often end up surrounded by enemies, leaving no choice but to mash buttons or lay down the occasional spell, and it just doesn't work to any degree of believability or entertainment.
![]() |
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| Combat eventually becomes more kinetic and interesting |
Unfortunately the framerate slows at crucial moments |
On top of which, the whole game is dogged by some incredibly bad technical limitations, which frequently result in single-digit framerates and some incredibly frustrating moments when you simply won't even be able to aim straight due to the on-screen slideshow. Considering this is a game based on a PC engine at least a couple of years old, such problems are unforgivable at this stage, and it seems Dark Messiah could have used at least another couple of months to iron out all of the issues.
All of which paints a pretty dismal picture. When the combat mechanism comes together and everything works as it should, Dark Messiah shows some real promise, which is perhaps the most annoying thing here. Unfortunately such occurrences are few and definitely far between, and the rest of the game seems so under-developed that it makes it almost impossible to recommend. A shame, and definitely one that hopefully the publisher and developer can take some much-needed lessons from.
Top game moment: Kicking a line of foes off the top of a house

















