Jade Empire Review
Balance of heaven and earth all messed up? Kick some people in the face.
Version tested: Xbox
Order yours now from Simply Games.
I'm on an epic quest. I mean that very seriously. This is a truly Epic Quest, deserving of not one but two capital letters. We're not just talking about personal revenge here, although there's a healthy dose of that involved, of course. No, this is altogether more serious. Someone's only gone and screwed up the natural balance of all creation. Ghouls walk the earth in a downright distressing way, places are getting firebombed left, right and centre, and there's a bloke with really, really bad fashion sense marching around in black armour, which can never be good. And who's got to clear up this mess? Muggins here, that's who.
But first... First, I think I might help this woman find a husband. I'm sure it won't take long. Then I'll... Wait, what's this? Someone's nicked something from you? I'll go speak to the ruffian. Then maybe I'll find a small girl's lost cat, or something. After all, it's not like I'm in any hurry to sort out the disrupted balance of heaven and earth or anything, is it! Oh.
I'll save the world in a minute

Jade Empire is all about procrastination. It's not quite reached the levels of distraction which Yu Suzuki's fantastic Shenmue games managed - at least you're consistently reminded that there's a world that needs saving, unlike Shenmue, which was perfectly happy to let you spend weeks feeding kittens and playing old arcade games while your father's killers gradually died of old age. However, it's certainly a game where you'll occasionally lift your head from the sub-plot you're exploring and wonder if perhaps you shouldn't go and do something about the evil machinations of the Emperor's ominously named right-hand man. Then you'll put your head right down again. Who cares? You're having fun.
Of course, this isn't really new ground for Bioware. Their previous games - such as their last Xbox hit, Knights of the Old Republic - have ably demonstrated their skill at weaving together a complex web of sub-plots and side missions, crafting a fine tapestry with the main plotline simply serving as the central seam that holds the whole thing together. It's still worth stepping back and admiring that talent, though, especially in this game - the company's first attempt at building its own fantasy world from scratch, rather than telling stories in someone else's universe.
Jade Empire, as you've probably established, is loosely based on the legends of China - although Bioware has been careful to stress that it's not actually ancient China, which allows them to play around with all manner of elements ranging from geography to the inclusion of technology (often magic-powered) such as aircraft. Your character starts out as the star student of a martial arts school in a remote village, and in typical RPG style, you and your companions are quickly caught up in Much Bigger Things - to wit, the aforementioned ghouls, firebombings, and balance of heaven and earth - and sally forth to travel around the Jade Empire putting things right.
Restore Balance by Breaking Heads

Putting things right, in this context, involves interacting with a wide range of fantastically scripted and voiced characters, each with their own personality quirks and many of whom will ask you to do things for them. Some of these missions might involve just talking to people, using your personality traits (charm, intuition or intimidation) and Bioware's superbly detailed dialogue system to get what you want; others involve kicking some heads in to get your way. Many missions will actually conflict directly with each other, so you have to choose which side to take, and those decisions will directly affect your path through the story. Fans of previous Bioware games will be familiar with this concept - for those coming to Jade Empire from action titles or with more familiarity with Japanese style RPGs, it's quite a revelation to have so much choice in terms of the storyline.
So far, so good. Great script, an imaginative fantasy world, interesting and varied characters, loads of missions, moral dilemmas and a wide open, branching storyline. These are all areas where Bioware excel, and fans of their earlier work will be more than happy with the quality on display here, while newcomers will be enthralled to discover what they've been missing all along. I could probably add a few paragraphs here about how amazing the graphics are and how good the music is, stick a 10/10 on the end of the review and take off early for lunch.
I won't, though. For a start, I'm trying to slim down for summer, and for another thing, I'd be doing you a great disservice by glossing over the one truly weak point of the game - namely the actual mechanics involved in walking up to people and punching their lights out. It's something you'll end up doing quite a lot in the game, and sadly, it's really not quite as much fun as it should be.
Unlike previous Bioware games, Jade Empire - in keeping with the martial arts theme of the world - uses a completely real-time combat system. You press a button on the pad, and that maps directly to an attack which your character performs. There's a basic light attack, an unblockable but slow heavy attack, a block button, and you can roll and jump around the place like Jackie Chan on speed. Pressing both attacks at once gets you an area of effect attack. Certainly, your character collects experience points and levels up a vastly simplified set of stats (Health, Chi and Focus) every now and then, but this is more an action game than anything else.
Lights, Camera, Oversimplified Action

Unfortunately, you get the feeling that Bioware tried to create a really excellent real-time combat game and then pulled back from the edge just before they got there. Aficionados of action games were probably reading the list of commands in the last paragraph with something of a furrowed brow - and yes, I'm afraid that it really is that simple. Or at least, almost that simple. Jade Empire's big idea is the inclusion of dozens of different fighting styles, ranging from weapon styles to unarmed martial arts styles, magic abilities, support styles that don't damage directly but might slow an enemy down or steal their Chi (which is used for magical attacks, or to replenish your health), and even transformation styles which morph you into a powerful monster.
Four of these styles can be mapped to the four directions on your D-pad, and you can access the rest of them through a pause menu during combat. The idea behind the game's combat system is that while fighting in each individual style is very simple, the combination of different styles yields a range of more interesting techniques. This almost works. Fundamental combat in a single style is very simple, and basically consists of mashing the A button in front of an enemy's face until they start blocking, at which point you hold down the X button to break their block and then mash the A button some more until they die - lather, rinse, repeat.
In theory, as you progress through the game you should start doing different things; switching over to a support style to slow down an enemy, for example, and then starting a "harmonic combo", a multi-style combo that kills an enemy instantly, then flicking between a few other styles to deal a sequence of withering blows. In practice, there's little real incentive to learn to do this properly. Even on the higher difficulty setting, Jade Empire's combat never really gets massively taxing - you just need to pay attention to your health, position yourself well, pick a decent style and hammer the A button a lot. At the lower difficulty level, you can ignore most of that and just hammer the A button, even on tougher boss characters.
It's not that combat in Jade Empire isn't fun. A vast amount of effort has gone into creating loads of detailed, interesting enemies to fight, and many of your styles are hugely impressively animated. There's a lot to be said for watching people beat the stuffing out of each other in a wide range of fantastic martial arts styles. It's just that after you master the basics of combat, it doesn't feel like there's very much more to do, and this is certainly a game which you'll be lead through by a desire to unravel more of the fascinating story and learn more about the great characters, rather than by a burning will to participate in more of the rather pedestrian battles.
Glory of the East

Remember I said I could have written a few paragraphs about awesome graphics and headed off to lunch? I still haven't had lunch, but let's talk about those graphics. Jade Empire looks absolutely beautiful. It's by far the most impressive of Bioware's games from a graphical perspective, and one of the most impressive games we've seen on a console, full stop. Each location is lovingly modelled - although not very interactive, which is a little disappointing - and effects like water, weather and fire are beautifully done. The whole thing is suffused with a dream-like glow, which brings instant comparisons with Big Blue Box' Fable. It's probably fair to say that while Jade Empire aims for a different kind of graphical style to Fable, it's more accomplished overall in this regard, with a far greater variety in environments and a truly astonishing number of differently modelled and animated people and creatures to encounter.
Unfortunately, the whole thing is marred slightly by some inconsistency, which feels like a hangover from Knights of the Old Republic. The frame rate is generally fine, but has a really nasty habit of chugging badly at key points in the game - something which is quite ugly and unacceptable in a console title. Worse again are the occasional short pauses we saw during combat, which really broke up the action quite badly. The last thing on the list of graphics-related frustrations is the load delays, which are frankly enormous, and happen rather too often for our liking. It's particularly disappointing that these seem to have actually got worse since KOTOR, rather than better. Sure, the graphics have improved as well, but it's a real shame that the trade-off seems to come down to huge load delays every time you step across a threshold.
It would be very easy to gloss over these concerns and simply be swept away by Jade Empire. It's a truly beautiful game, which presents a lovingly crafted and genuinely fascinating world, a host of fantastic characters and a great sense of freedom in terms of your actions in what is mostly a very polished package, and I'd happily recommend it to any Xbox owner. However, in trying to strike a balance between action and stat-based combat, Bioware seem to have fallen between two stools. Action fans will find the combat too simple, while RPG fans will find the inability to customise their character to any major degree frustrating. As a hugely enjoyable new game from one of the world's most talented developers, it deserves a place in any collection, but it falls sadly short of the status of all-time classic which some seem to want to confer upon it.
Order yours now from Simply Games.
8 / 10
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Comments (63) Latest comment 7 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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The story is brilliant. As surprising as KOTOR1. Every level is beautiful, and the imperial city in particular is one of the best game environments ever.
It also has the best voice actor cameo of ALL TIME. Even better because they never advertised it, and because fans of epic Chinese martial arts are currently imagining up the wrong tree.
But you are right about the combat. I loved hammering through 7 guards with my sword in true "Jet Li vs the henchman" style. It was just disappointing that the evil nemesis (nemesii ?) took only slightly longer.
I loved it though. And am just starting out for a second play through.
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For me it's a 9 out of 10
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The storyline is about as open as a nun's legs. It leads you along on a very strict path. The script is a mixed bag at best. The conversations of your team great and interesting. Those of many (not all) npc's longwinded and dull. The music is nice but forgettable. The story cliched and they very laborously tried to make everything and everyone connected to eachother.
Also choosing the way of the closed fist is often too unrewarding and too obviously evil. Just like in KOTOR, actually. Bioware needs to work on making the dark choices more viable.
As you say, still a very enjoyable game. But the combat isn't it's only fault.
also, how can you not mention the minigame??
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Ooh, get back in the saucer of milk, Mr. Drawer! Table of knife for handbag 9!
Joking aside, I agree with this review, I've been playing this the last few days, and while good, it lacks RPG depth; the combat, while immensely frustrating at first, does get better but remains fairly frustrating with the digital controls on the Xbox pad being so inaccurate as to cause you to select the wrong style half the time and take damage as a result; the graphics chug a lot (this is downplayed in the review but I find it happens in most areas that aren't a simple corridor).
Also I would have preferred the Ways to be separated from the light/darkside business. I think that they should have made it so that if your styles are more open-palmed then you would BE more open-palmed, yet free to screw people over and be an arsehole if you so wished, and vice versa - using strength and force of will to make good of a bad situation should be an option.
The other thing I would have preferred is more emphasis on non-magical styles, but that would change the game completely in combat, RPG elements and setting. Doing what I want here would result in a different game, so fair play.
For my part, I'm enjoying it and it won't be going back to the shop.
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/raspberries the rest of you
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Who doesn't love them?
Anyway, just because you are enamored by a game doesn't mean you shouldn't recognise it's faults as well. otherwise things will never improve. I wasn't slagging of the game in general, hell, I finished it in 2 sittings.
Which reminds me, it's a bit short as well.
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Really good games tend to be
And I know no one else has to love it. I am equally aware that it wasn't what we were promised (early showings talked about strongholds, sending your followers off on their own quests and so on) but it is still a very good game.
It is a lot like Fable: not everything we expected, still good, and selling enough so that a sequel can be made annd hopefully deliver the missing bits.
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If that's the case then I'll never get to play Jade Empire then, I guess. But I'm sure I read at Gamespot that the game's creators were hinting at possible PC porting.
This too:
http://forum.pcvsconsole.com/viewthread.php?tid=12531
Personally I think it's very likely, but I'm not exactly counting the days.
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The combat is simplistic, but I prefer it to the turn-based system in the Kotor games. Watching two groups of combatants missing wildly with blasters while you drink a cup of tea isn't the most enthralling interactive experience I have had, tbh.
You can beat the game with a hefty dose of button-mashing, but for me part of the fun is exploring the combat system and finding a style that lets you fight with panache. Or as giant horse-demon, if that suits.
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The combat should have been deeper and I have to agree with the review in that it doesn't shine as an RPG and it doesn't shine as an action game, but it is above average and it is very big.
7/10
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The combat is extremely weak, I had to force myself through it to see the end of the game. I'm genuinely amazed that Bioware shipped a game with such weak fighting.
The game is too short, right to the letter. I had hoped there was far more to the game after the imperial city/palace (As that's where the game started getting genuinely fun IMO) but there really wasn't a whole lot more to it except for that little plot twist and some final "closure" which was nearly as weak as the KotOR 2 ending.
I'm pretty disappointed. If this is the future of Bioware, count me out. Still, for what is there the game is pretty good while it lasts, sans the combat (You know a game has lame fighting when you can button mash through every single fight, including the final boss).
In my opinion Baldur's Gate 2 has yet to be topped.
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Loved this - combat is too easy but that aside the whole thing was a joy to play. Great story, top graphics and martial arts asskicking. What more can you want ?
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The whole point of not going with a Chinese dialect was that they didn't WANT to tie it explicitly to ancient China, apparently.
Personally I'm glad they didn't run with Mandarin since I think it sounds bloody horrible, but there you go
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Loved this - combat is too easy but that aside the whole thing was a joy to play. Great story, top graphics and martial arts asskicking. What more can you want ?
Clive? THE Clive? Or has a happy, optimistic person borrowed your login?
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Twat.
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Huh? The game is definetely 4:3. HDTVarcade lists it as 4:3 and Bioware have publically said that it's not widescreen.
Besides, it certainly doesn't look like widescreen.
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It isn't. No left shift correction either.
Cheers Clive. Glad it's really you after all.
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For a game so heavy on combat it is quite a shame that it (the combat) never is enjoyable.
Actually, I'd rather say that it's a shame that a game relying so heavily on dialogue and story fails to conjure up anything enjoyable or involving. And what's with the animation?! The stilted, underproduced non-characteristic animation that suffuses the entire game? Cut-scenes are woefully directed, with mostly horrid camera placement or movement, incredibly static actors and ... just no grandeur. There's nothing but bare bones here. Imagine if Devil May Cry 3's cut-scenes looked like this! Why don't BioWare take any pride in the presentation of their games? Neverwinter Nights was simply horribly uninteresting, both KOTOR games carried themselves well almost on virtue of their meta-presentation of the Star Wars universe: they didn't have to adhere to the rules of the movies, they could present whatever the player wanted to explore, and Star Wars being such a familiar world, they got away with presenting graphics that most of all were representations of concepts the player should be familiar with, and were able to fill the blanks of themselves. Yes, I know the second game was developed by Obsidian, but they did an equally shitty job with the presentation. All static, stilted and poorly directed.
So's Jade Empire. There's no drama, except in the written lines. The voice work is generic and safely emotionless most of the time ... it seldom attempts to be intelligent, with even wise men spouting completely trivial "musings" that sound like they could have been lifted right from Yoda, whose dialogue-lines should mostly read "The obvious I state, yeeees". Blah. No subtlety, no ... intelligence. This is just acceptable because it is better than the grey mass of video games, most of which are poorly written, horribly directed and thus not very interesting. Cinematic presentation of videogames is not a good idea until developers learn that 250 characters are not necessarily better than 20 interesting characters with individual personalities. Yes, it all worked fine in Planescape: Torment, which despite its D&D setting was quite interesting and well-written, using mainly symbolic graphics that allowed the players to imagine the bustling world, and even presenting action as TEXT, which actually left me more satisfied than a stilted cinematic would have.
I don't like games that try to be "cinematic" when their creators obviously have no grasp on what makes good cinema. In the words of the regulars: Meh.
Oh, and why the bloody hell did they decide to CONDESCEND upon the player in such a horrible manner with the facial expressions that judge your dialogue choices?! What if *I*, the PLAYER, wants to decide whether an answer is good or bad? What if I want to imagine that my character, ME; for all intents and purposes, should hold a straight face when arrogant? What if I don't WANT that meek answer to be accompanyed by a pout that I want to beat the hell out of? What if I don't want to see an expositionary smile upon Li Ziyang's face every time I feel for making a good decision? I want my avatar to represent ME, and I sure as hell don't screw up my face every time I talk to someone. I wonder how people would react if I started giving an innocent pout every time I asked them a simple question, or grimaced evilly every time I was arrogant? Another sure-fire way of removing the player from the context of the game. Very uncharming, and very unelegant. 9/Meh.
I'll give this some more hours tonight. It shall have to make drastic improvements to keep my attention anymore.
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: )
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I expect something from role-playing games. I expect that the role-playing approach be used to present an interesting story revolving around your character. I expect that my actions influence the setting I roam, instead of just replacing one NPC with another, or unlocking new weapons in a store. I expect the game to wow me when it purposefully takes away my control and prevents me from engaging in the most interesting scenes it presents.
And now, I should finish my literary analysis of The Dunciad. Fuel for hatred, anyone?
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"It also has the best voice actor cameo of ALL TIME. Even better because they never advertised it, and because fans of epic Chinese martial arts are currently imagining up the wrong tree."
Who's that then, John Cleese?
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No, let's make it be so that you only have to press one button repeatedly...
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People standing still with arms on their sides, turning around a little, is not such, which is still what most games go for. Especially with unimaginative people like Bioware's, who can write dialog a little, but seem to lack a sense of the art of telling a story.
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I also felt i had to 'force' myself to play this just to see how the plot panned out but kept thinking i was doing something wrong in the fighting as it seemed to easy. I ended up trying to kill people stylishly with harmonic combos etc.. rather than just hammering A button knowing it would do the job this made the fighting more fun but still didn't seem right. Why have all the extra styles and attacks if you don't need them to kill a boss?
After all the talk of Baldurs gate 2 i reinstalled it to see if it really was as good as every1 remebers and i have to say although the graphics arent as good the actual gameplay is much, much better the combat and magic use is 10x better. So is the story and subplots . Yep not as good as Baldurs Gate is true. Shame i really wanted to like this.
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"Krakende krukassen. Wat is dat nou weer voor goochelstreek?!"
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Not at all.
gamespot has a decent review. 1up does as well. And so do others. Just go to gamerankins Look for scores around the 8/8.5 mark and there are sure to be well written American reviews in there.
IGN? yes, total bollocks.
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I remember reading somewhere that an xbox exclusive is only guarenteed so for 9months or so.
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Which respects are those? Because it's generally considered to be the least rpg-ey bioware game so far.
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Playing the game, unlike some of the people making comments here, and am about 10hrs in and I am loving it. It's nice that the combat isn't all that heavy and that the RPG elements are not too thick IMHO (then again I did love Fable too). The story is keeping me interested, as any RPG should. The visuals are some of the nicest I have seen in a game.
So far 9/10.
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But the music of jade is completely forgettable. I'm not sure if it's superior to BG2 on that front.
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Surely it's much higher than that.
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Dragon Age better be amazing.
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Brombeer - I loved this, but I also loved Planescape and BG2. They are different kinds of game.
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Nah, I've played both to completion. Both are fun games but I wouldn't go back to them now (but then again I personally hardly ever go back to any old games). Shock horror, some people like this game, and some don't! So don't even try to start his 'ahhh, you simply don't know enough about games if you think it's a good game' crap.
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Brombeer: I'm 20, and I feel jaded. I can't begin to comprehend the suffering you must go through. Does it get any easier with age?
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You sad twat Ace, everyone knows that Only On X-Box means that it won't be appearing on PS2 or GameCube, but there is no reason NOT to see it on the PC at some later date.
Now, as you can't see me, your Mother sucks cocks in Hell, phuckphace...
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clicks ignore poster
You sad twat Ace, everyone knows that Only On X-Box means that it won't be appearing on PS2 or GameCube, but there is no reason NOT to see it on the PC at some later date.
Now, as you can't see me, your Mother sucks cocks in Hell, phuckphace...
Now he can see you. You're a great guy BBIAJ, you should come on the forum.
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Jeeeesauce with a harddrive on board you would think they could keep this down.
/is pissed off at the mo doing the Gold Arena fight against all opponents. Should be easy but I have had a few and the load times are driving me nuts.
Other than that still 9+/10
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I suppose thats the price you pay for interactivity but I still prefer the FF/JRPG way of doing cut scenes.
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All in all I love it. Great atmosphere, great music, great graphics, great story.....I'm getting a tad repetitive now. Also, as my first xbox experience (my evil genius mate has lent me his during our exam period to both corrupt me and get it out of his reach) I am mildly suprised to find that using a pad isn't a drawback. Although it would look *even better* on a PC.
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sorry if thats not very useful .
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Then KOTOR2
Then Fable
Then Jade Empire (which is still good!)
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You miserable PC RPGer
98% of the world think that KOTOR is brilliant. And they're right.
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Get on ebay and pick up Morrowind (game of the year or normal) on xbox, you will not play a better REAL rpg than this. I think you can pick it up for under £8.00.
Cheers
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Either some kind of spurt of blood or an amused expression on the face of the enemy would have been useful. Was this fixed for game of the year edition??
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WOW for example isnt hard, its simply a matter of how long you are willing to play it.