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.
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.
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.
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.
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.
You may also like...
-
Dirt Showdown Review 86
-
Activision vs. Vince Zampella and Jason West: Inside the game industry trial of the decade 51
-
The Cave Preview: Double Fine's New Game for Sega 18
-
Amalur developer 38 Studios lays off all staff - report 27
-
Going Hardcore in Diablo 3 91
-
Ghost Recon: Future Soldier Review 131
-
Judge recommends US Xbox 360 ban 171
-
Skyrim gets mounted combat in new update 11
-
First Castlevania: Lords of Shadow 2 image spotted 21
-
Minecraft overtakes Black Ops on XBL activity chart 21
-
Diablo 3 real money auction house delayed again, client side patch out next week 17
-
Mass Effect 3 Rebellion DLC release date announced 11
-
New Minecraft XBLA content incoming 27
-
App of the Day: Hiragana Pixel Party 14
-
Diablo 3 Review 244
Comments (44) Latest comment 8 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
If only Oblivion had the kick and the ability to see your own body it would have been closer to perfect.
Comment below viewing threshold Show
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?
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
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".
Comment below viewing threshold Show
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).
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
Comment below viewing threshold Show
And now it taunts me from my Steam games list "You don't like me, but you're stuck with me forever!"
Comment below viewing threshold Show
Yup - 2006 for pc, 2008 for Elements on 360 - which is where the author may have become confused.
Comment below viewing threshold Show
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
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)
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
Shame, because i enjoyed the bit i was able to play. Must pick it up for the 360 at some stage.
Comment below viewing threshold Show
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!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
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....
Comment below viewing threshold Show
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show