The idea of having collectible items themselves isn’t so bad, I suppose. To me, using the levels like that feels just a tiny bit lazy and instead I would have preferred the old tutorial and a new level spliced in elsewhere.Ĭollectibles are also a somewhat ham-handed addition to the game, added in to help please the more casual console gamers no doubt. Delightful.Įxcept, oh, wait – that’s been done so that the Spider Temple can be recycled later in the game to form an extra level where you have to search for a key on the other side of a necromancer portal. This old spider temple is gone and replacing it is a nice green valley. For example, after starting the game up I was pleased to see a different tutorial area – one area from the original that I never liked. Of course, not all of the changes work all that well and some of the new content is a little irritating. On the PC, XP was only earned for the latter and was a much more scarce resource. In catering to the short attention spans of console gamers (zing!), Sareth now earns experience for every kill he makes and objective he accomplishes. Oh, and about that levelling up – it’s a little different too. Plus, because Dark Messiah isn’t a massively long game anyway, it can actually add quite a lot of replayability to the game as you want to play with each and every character and level each up fully. Each class can only use certain weapons and will progress through a set number of skills in a specific order, but blow me down if it doesn’t come together nicely. I’m as ardent a fan of freeform gaming and non-linear progression as anyone else, but in Dark Messiah: Elements the change actually works very well even though you’re massively limiting yourself. Yet, strangely, this change actually works. It’s a radical and fundamental difference to the PC version which gave you a variety of skill trees to mix and match from as you wished. In Elements you choose your class specifically and at the start of the game – Warrior, Assassin, Archer or Mage. A Different ClassYou may still be reeling from the bombshell I dropped on the end of the last page, so I’ll clarify it up for you: no freeform class-crossing.
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