Retrospective: Dark Messiah of Might and Magic

Boot to kill.

Consider the Boot. The Stalwart Companion of the Road. The Silent Sufferer of the Inevitable Sewer Level. Courageous Clinger of Ladder Rungs. Stoic, Sodden when Submerged. And yet, despite all these admirable feats, the Gracious Boot doesn't often get much of a look-in in games. Often, in fact, it won't even be rendered, its hard work all but ignored when you look downwards, only to find empty air between you and the floor.

Dark Messiah of Might and Magic is a game that gave the Boot a little fun. It's always present, either to look at or, more importantly, to slam into the faces/stomachs/groins of anyone and anything that stands between you and the Shantiri Crystal. It's a vital tool in your arsenal, there to create a little space whenever you need it, when there are too many evil men clustering around you. Thwack - and you've got a moment to breathe.

Although it's not always about space. More often than not, it's about kicking to somewhere, rather than from yourself. Into a flimsy support beam, causing a cascade of precariously stacked boxes to crush the poor sod you just booted. Into one of the many, many, dangerously placed spiked grids that serve... some purpose. Kick, stumble, skewer. Or, as is perhaps more often the case, kicked into the great abyss, kicked off a cliff, kicked down a staircase, or over a balcony. Any and all prepositions can apply to the Mighty Versatility of the Boot.

Once you understand this basic connection between man and foot, foot and enemy man, you can start to understand why Dark Messiah of Might and Magic is quite such an enjoyable game. It's about placing you in the world, rather than just being a hovering gun that points at things that it wishes dead. Your boot is your connection to the world of Might and Magic, but it's merely an implement; the effects you can bring about are where the meat of the experience lies.

1

ust sometimes, it's better to stab them in the neck than kick them in the balls.

Released in 2008 by Arkane Studios, of Arx Fatalis and the upcoming Dishonored, Dark Messiah was made in Source, Half-Life 2's engine. The similarities between them, few as they are, dwell in the strength of Source: its physics. Importantly, though, rather than go down the route of Half-Life 2's physics puzzles, Arkane made a game shot through with that physicality, permeating the entire game world. Things that you'd expect to react to a bunch of medieval fantasy dudes duking it out do react to a bunch of medieval fantasy dudes duking it out.

Attic floors, constructed of half-rotten wooden planks placed down by some cowboy carpenter, splinter and snap when put under the pressure of a lobbed crate, taking the three guards you really didn't want to have to deal with down to a sticky end on the floor below. A chandelier swings wildly out of control when you cut the rope that was so courageously holding it back. Men get crushed, all the bloody time, because you're just the kind of curious sadist that Arkane made the game for.

More importantly, these tactics are all but required if you don't want to die constantly. Dark Messiah treads the tricky line of empowering you without ever making you feel superhuman. Your opponents don't have noticeably less health than you, and there's rarely a time when you'll be facing them one at a time.

2

Giant Undead Flesh Cyclops: The Discerning Necromancer's Choice.

Instead, you need to stack the deck against them, coupling your inherent skills with a keen observation of the surrounding environment. Figuring out where you want to fight is almost as important as how; if you lure them over to this suspiciously spiked vine-frame, you can kick one of them into it, killing him instantly, while you dispatch the other. Or perhaps you can get them dangerously close to the campfire and set them alight with a well placed Boot-to-Groin.

Of course, so many environmental hazards are suspect. While a certain amount of them can be argued away as shoddy workmanship and an evil necromancer's penchant for anything with metal spikes on it, it's not long before the constant placements in every single combat arena start to get a little bewildering. The counter to that is, of course, that kicking evil guys into these things never stops being fun. It's a novelty, really, but it's not one that outstays its welcome for the eight or so hours of Dark Messiah's single-player.

Although they're completely different games, it's hard not to keep Mirror's Edge from your mind while playing. They were a few years apart, but the basic physicality of the game, finally feeling like you're actually in a world rather than just interacting with it, is hard to shake. Being able to see your character's body in the first person is a woefully undervalued feature, but beyond that, it's being able to pick things up, climb up ledges, and more importantly, kick anything that looks even remotely flimsy.

There's a rooftop chase in the first hour or so of the game that drives this feeling immediately to mind, where you're leaping and scrambling your way across tile roofs, barely holding on half the time, with poorly constructed wooden supports collapsing left and right. It's the perfect antithesis to the previous level, where you've been on the run, desperate to get to safety before you get eaten by a great undead Cyclops.

All this considered, Dark Messiah is a game of moments rather than a sustained marvel. It's about slipping away from the corridor for a moment and finding a weirdly abandoned smithy, letting you smelt iron into a blade then temper it and finally add a hilt. This isn't just a crafting bar that fills up, it's a surprisingly in-depth action. Put the raw iron in the pot, pump the billows, pour the molten metal into the mould, flood it to cool. That sort of thing.

It's about the sudden, unexpected nod to A New Hope, with the walls closing in. There's no droid in a command centre somewhere, blipping and blooping their way to saving you, and so you've got to figure out how to save yourself from being crushed. The answer, as always, lies in your interaction with the world and using the systems you've already figured out in your favour.

3

The game specialises in grand, open spaces, often beautiful.

There are bad moments, too, and they're mostly spider-based. It's one of the most tired fantasy clichés, and because it's so very often tied to poison, as it is here, it's one of the most frustrating, too. It's rarely any fun at all to watch your health bar diminish because you've not got any more antidotes, only for the poison to dissipate when you've got just a sliver left, ready for the next light gust of wind to finish you off.

The story itself is a surprisingly shallow attempt to justify the movement from one location to another and while the design of each location is often beautiful, the lack of any real narrative momentum can make things falter a little; wanting to know what happens next is rarely your incentive to carry on playing.

Instead, what drives you back is the compelling ebb and flow of things to do. You're almost always either fleeing some greater force or infiltrating some grand complex. The way you build your character feeds into that, as well, with stealth being the obvious option, but even going the warrior path makes you feel like some sort of fantasy commando, dispatching those he comes across with efficiency but not a huge amount of fuss.

4

The HUD is as minimal as it can get away with, occasionally leaving you floundering for an objective marker.

It's a dungeon-crawler, but in the way that we all imagined dungeon crawlers to be when we first heard of them. Traps all over the place. Goblins, orcs, spider caves. Floors that suddenly collapse underneath you, sending you off on some unexplored, unexpected detour. Betrayal from someone you obviously knew was going to betray you because they sound like a sadistic nymphomaniac. Sure, it's linear, but whatever sacrifice has been made on that front has been to place you deeper in the world, make sure that you realise that you're there and not here.

It all comes back to that boot. Thankfully, the boot hasn't become a footnote in the graveyard of great ideas. It may have started with Duke Nukem 3D, but that was hardly its ending. Bulletstorm was all but a love song to the boot. Dead Island makes it a necessity for staying alive. Mirror's Edge, Crysis 2, Brink...

The question then arises: what exactly did Dark Messiah do to differentiate its boot from those of other boots? It's what you're allowed to boot into. I'm coming back to that idea of being in a game world rather than just interacting with one. Boot to man, man to rack of spikes. Boot to man, man to ledge, man over ledge and screaming to his death. It's Newton's second law in glorious, virtual motion, writ large across your monitor.

Sure, your gun can make guys' heads explode - but my foot can make them fly.

Comments (44) Latest comment 8 months ago

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  • Caimbeul #1 8 months ago

    Started to play it a few times but only got so far before i was distracted and never came back. Shame, it wasn't bad but not brilliant. A better narrative would have helped.
  • CamberGreber #2 8 months ago

    Love Dark Messiah.

    If only Oblivion had the kick and the ability to see your own body it would have been closer to perfect.
  • paavopaavo #3 8 months ago

    Fairly good piece of text this one.

    The game itself was very good on the PC, but as I've understood it, they somehow fucked up the later console versions completely. So just if you have bad memories of Dark Messiah after playing it on XO or PS3, give the PC version a whirl too. Quite probably the best first person fantasy action game ever?
  • frostcircus #4 8 months ago

    For all its flaws, I loved the game; I think of the overall action like I think of Just Cause 2: you're massively overpowered (in this game it's mainly because of the boot), and you could easily cheap your way through every encounter, but why would you? I seem to recall EG's review or preview saying something similar. The rhythm of the game relies on the player's honour (or absence of honour), and it's nice that you're not rewarded or punished one way or another.
  • Demiath #5 8 months ago

    I often find myself agreeing with professional games reviewers (shocker!) and don't throw around terms like "underrated" a lot, but I've heard quite a few gaming journalists say some rather mean things about Dark Messiah in passing (and not specifically about the console ports, either), and Arkane's lovely and atmospheric little FPS/RPG hybrid truly deserves better. The story and dialogue are downright atrocious (and a direct insult to old school Might & Magic fans like me), but the visceral gameplay combined with great level design makes it into a very enjoyable experience overall.
    Edited by Demiath at 18/09/11 @ 09:09
  • Rack #6 8 months ago

    I'll never forget the summation of the Demo I heard once of Dark Messiah.

    Kick him Sareth, kick him into the spikes, kick him off the ledge, kick, kick!"

    Such a simple mechanic but a really enjoyable one, as was casting the frost spell on the ground as ahorde of enemies charged you and promptly slipped into a chasm as you deftly sidestepped them all.
  • General_Zod #7 8 months ago

    After I saw it get bad reviews I did not bother picking it up until I got it in a Ubisoft steam sale. I started playing it out of boredom but I enjoyed almost every second of it. I thought I would get tired of booting orcs and goblins off of cliffs and high walls......I was wrong.

    Also it is not called Dark Messiah, the correct name is "The Adventures of Sir Kicksalot Deathboot in the Land of the Conspicuously Placed Spike Racks".
  • DaemonSpawn #8 8 months ago

    How I hated that crawling through the dark underground ruins, with no obvious direction, constant zombie attacks and bland gray everything around me. How I loved those sunny mountainous castles and paths filled with numerous humanoid enemies waiting to be impaled (check out the demo - it's the best layout the game has to offer). I loved how the sword moved, how I could drive it through the cyclops' eye, how it felt to crush a couple of unsuspecting orcs with a flow of barrels after one well-placed kick to the flimsy support.
    And above everything else I loved Xana who was too obviously evil and treacherous and seductive not to fall in love with. The moment in the church near the end of the game was great, and that a player had a choice was even better - and with optional saving of boring nagger Leanna it gave the game several distinct endings (which weren't selected at the end of the final level, unlike you-know-where).
  • XBoxDragon #9 8 months ago

    2008? On Xbox perhaps, it was certainly earlier on PC.
  • MrWonderstuff #10 8 months ago

    The one game that nailed the weightiness and solidity of being in another world. Skyrim you still look like a camera floating over a landscape.
  • ZuluHero #11 8 months ago

    Unless you goto 3rd person mode ofc ;)
  • silversun #12 8 months ago

    Really weird, was just thinking about this game a few min ago then visted eurogamer and saw this article.

    Was thinking the focus of might an magic gone more on the hero games and thought what it be like if it had gone more the elder scrolls root for the series.
    The old style might and magics almost seem like they stoped and the hero series is the focus now.
    Thought dark messiah was good attempt at the more traditional might and magic but very different from it at the same time.
  • Samirnasirov #13 8 months ago

    Could have sworn this game came out in 2006
  • DDevil #14 8 months ago

    I really didn't like this game. I gave a good 4 hours to it but it never got it's hooks into me.

    And now it taunts me from my Steam games list "You don't like me, but you're stuck with me forever!"
  • meggsy #15 8 months ago

    @Samirnasirov

    Yup - 2006 for pc, 2008 for Elements on 360 - which is where the author may have become confused.
  • Nova1977 #16 8 months ago

    Great article, loved this game but just felt that the enemies were bland. The combat system and how you could tie it into the environment was brilliant ( I'm secretly hoping someone out there would add a similar mod to Elder Scrolls: Oblivion or maybe even Skyrim). The game itself was glitchy as hell. I tried to install it a few months back but my screen just fades to black and all I hear is the menu music :(
  • Gurrah #17 8 months ago

    8 hours to finish it? You must be a gaming wizard, it took me hours upon hours - maybe because I was searching for secrets and admiring the world but even if you didn't do that it ran a lot longer than just 8 hours. It was 2006, we weren't in 6-hour-manshoot-territory yet.

    Apart from that I think I have to play it again sometime - one of my favourite games. As was stated in the article, the connection to world was immense and I don't think it wasn't just the boot.
  • JoeBlade #18 8 months ago

    I had a great time with this game, although I could never bring myself to finish it more than once due to the flaws mentioned in the article, despite restarting about 4 or 5 times. The somewhat bland and rather repetitive design of later levels and enemies in particular made me give up in my repeated playthroughs.

    Still, I wish modern ARPGs at least considered Dark Messiah for inspiration because it has a couple of excellent ideas and a very satisfying gameplay (occasional frustrating bits aside)
  • chrisola #19 8 months ago

    i loved the combat in this -- my favourate fight was vs the hard bastard orc chief.

    It was good how your normal sword swings would get parried and answered by the enemies, and you had to time your lunges and hard attacks around them, made it feel like an actual sword fight. And when the orc guy would block an attack and you'd be mashing the button in the stalemate to try and overpower him - very satisfying.

    steel met steel in this, followed by a boot to the face.

    I doubt Skyrims combat will be like this, but it should be.

  • spudsbuckley #20 8 months ago

    I tried to play this on 3 separate occasions on 3 different PC set ups and i got the notorious "fatal slowdown" bug every time. Tried every fix out there and nothing ever solved it.

    Shame, because i enjoyed the bit i was able to play. Must pick it up for the 360 at some stage.
  • berelain #21 8 months ago

    I adored this game - still do, really, and I still go back to it often because its just so much fun.

    Plus, it was one of the first games to really embrace the need for a physical body for a player character - something I really think *all* games should have these days, especially those with any form of platform jumping. When I'm in a first person game I want to be able to look down and see my legs, damnit!
  • Dizzy #22 8 months ago

    Reminds me i should continue this. Hmmm have some time tonight!
  • Ywap #23 8 months ago

    One of the greatest games ever made. Best enjoyed on PC + the hardest difficulty level.
  • Stoatboy #24 8 months ago

    I've always maintained this game felt like it was made by two different teams. One understood the joy of The Boot and made levels full of spiked racks and precarious drops that were a whole bunch of fun to play. The other liked poisonous spiders and will-not-die zombies and made an incredibly dull dungeon crawl. This last bunch were probably in charge of the boss fights which were largely bloody awful too, IIRC.

    However the bad bits aren't bad enough to drag down the good bits because they're too damned good, and so overall this is a game I remember very fondly.

    It's also one of a very few games that I finished by accident (Quake and Limbo are the other two). The final boss is a necromancer with a pet bone dragon. The necromancer stays in the centre of a very large room, the bone dragon comes after you. I think I'd had a go at both of them, but had decided to concentrate on the dragon and was back at the entrance to the room, a long long way from the necromancer. I was using my bow, which was the most powerful one in the game, plinking away at the dragon. The dragon had the ability to disappear though, so occasionally you'd waste an arrow when it cleared off in an instant. Except this one time when it cleared off the shot I'd fired at it went clean through the space it had been, arced majestically through the air maybe 50 or 60 metres, and scored a perfect headshot on the necromancer, killing him dead and ending the game. I almost felt like apologising it was such a fluke.
  • Hindle #25 8 months ago

    Post deleted at 23:04:43 04-04-2012
  • Subquest #26 8 months ago

    Thanks EG, just the excuse I need to fire this up again.

    I guess it shares some similarity to Bulletstorm, both games striving to offer varied and visceral combat mechanics (with the boot being a major part), but where Bulletstorm left me a bit bored and cynical, Dark Messiah was and still is loads of fun to play. It might be nothing more than I hate playing a fucking gung ho american super soldier.
  • frostcircus #27 8 months ago

    Also, the spiders in this game surely must rank among gaming's scariest. They really didn't pull any punches with their spider-like appearance or behaviour, and I approached the cavern of the queen with genuine dread. So it was kind of a shame when she ended up being so stylised/ridiculous/unthreatening compared to the spidergrunts. It looks like Skyrim's big spiders might pick up where they left off though
  • Dynasty2021 #28 8 months ago

    I think Im right in saying this was one of if not the first game that introduced the proper FPS ''immersion'', where your hands would show on screen when you climbed a ladder, execution kills that kind of thing.

    I just remember years ago seeing a video where the player used an arrow to shoot a rope, which cause a huge log to swing down and smashed an Orc off the side of a huge gorge.

    I was hooked after that. Proper environment interaction.
  • Seoh #29 8 months ago

    Loved Dark messiah or the PC, one of the first games i can remember that required steam even if you bought the disk.
  • TheGuvernor #30 8 months ago

    How can you write a retrospective review of this (criminally) underrated game & not even mention the incredible first person combat?
    Un- bloody- believable!

    You had different sword attacks & blocks with real 'weight' to them - you couldn't just spam attack.
    Beheading evil henchmen was pure joy.
    The combat in this game was amazing.
    Edited by TheGuvernor at 18/09/11 @ 22:09
  • yonyz #31 8 months ago

    Loved the game, loved the boot. Hates the spiders. Oh, and I did keep playing for the story. It really caught my attention and I was eager to get to the end of it.
  • Mr_Git #32 8 months ago

    You could even boot the NPCs, sometimes to a game over screen but definitely worth it.
  • Ptarmigandalf #33 8 months ago

    Fucking spiders. :(

    Also, if playing on the PC, it's worth digging into the scripts a little and reduce or eliminate the fatigue cost of kicking, as well as the cooldown for the ice spell. More fun this way.
    Edited by Ptarmigandalf at 19/09/11 @ 08:40
  • geeza2020 #34 8 months ago

    This game brings back loads of memories for me, when I had it, it was the last time I had a PC capable of playing games! Hooray!

    I always felt that this was a severely underrated game, but I could never give any conviction to those claims as I never finished it. There was a level where you start with some new magical sword, and the flame effect on the blade itself caused my graphics card to have a paddy and start leaving trails of said sword all over the screen until the whole thing was filled up with slightly dodgy looking flaming swords. I tried patching the game, re-installing it, updating all my PC's drivers but could never get the fecking thing to work. Gave up on the game after that, and unfortunately, not long after that, my PC itself died after an issue with the PSU caused the computer to go "POP" one day while playing Company of Heroes, never to turn on again.

    Still, it was a great game for the parts that I played, the makers should get another go I think, or at least the guys in charge of the combat on that game need to be picked up by Bethesda for TES games (if they havent already).

    @Seoh - that cant be right, I had Dark Messiah for my PC, and that was never online, so I dont know how Steam could have been mandatory....
    Edited by geeza2020 at 19/09/11 @ 09:41
  • misho8723 #35 8 months ago

    I was playing my ass for this game, but then the spiders appeared and i never completed the game :D
  • FortysixterUK #36 8 months ago

    I really enjoyed this game, both the excellent PC version and the class nerfed Xbox version.
    To explain "nerfed" in this context, on PC you could create a character and fully customise his skill sets, on the console version, they had 3 character pre-sets, and that was it.

    I was dissapointed they didn't do a proper "group" rpg like all the other Might & Magic games, but liked it none the less.

    Now if only they would stop doing the Heroes of Might & Magic series, as this series topped being good after HOMM3, and started making the "classic" rpg series again, that would be awesome.
  • asphaltcowboy #37 8 months ago

    I really enjoyed this back when it came out. I too couldn't be arsed with the giant spiders - that was a very low point... and it sort of stopped me coming back. They're just a fiddly, clichéd enemy type.
  • quadfather #38 8 months ago

    One of the best games of it's type for me. Obviously we all know about the boot - but I think the best bootdeaths were when you managed to boot someone down some stairs, off a wall and then bounce off another ledge to a screaming death in a mile long hole. Gaming nirvana. I actually used to get stressed when I saw a potential for this kind of death and desperately positioned myself for optimum bootkill. I spend most of my time in this game with a smile on my face. Great days.

    PS - Charm the spiders. Works a treat. And all enemies in fact. Underrated spell in this game. Charming one of 2 orcs on a rope bridge and watching them boot each other off to their death never gets tiring :)

    PPS - if you're having problems playing it nowadays on your PC - disable one of your CPU cores if you have dual core. Normally fixes it straight away.
    Edited by quadfather at 19/09/11 @ 12:52
  • Stratix #39 8 months ago

    "Release Date 27/10/2006"

    It's in your damn info box!

    Great game, never quite finished it, and I've probably lost my saved game by now, which is a shame.

    Maybe I'll check it out again soon.
  • Chazmeister #40 8 months ago

    " The way you build your character feeds into that, as well, with stealth being the obvious option"

    Really, because for me going the magic user route seemed the obvious choice. Guided fireballs, charm spells and not to mention firing and ice spell at the floor and watching an enemy do a comedy skid before flying off a ledge.

    Always meant to play this again and try taking the warrior or thief route. For all the games flaws, it really did have the melee combat very good.
  • Dizzy #41 8 months ago

    Right... I have been playing 4 hours now as an assasin and the game is still as great as I remember it. I played it before as a mage and it was more fps-ish (!) but with an asassin it is the closest thing to Thief as you can find. Really really great game.
  • Grayvern #42 8 months ago

    I remember having to buy more ram to get this to work properly, great game.
  • sweatyBallacks #43 8 months ago

    You can get this for £3, including postage, on Ebay. I've never played it...SOLD.
  • Ultraman1966 #44 8 months ago

    You realise that by posting this you've made me reinstall the game again? I'm dreading that worm section already...