Dark Messiah was 'horny, generic, linear, unbalanced' and may have been forgotten by Arkane, but it's inspiring a new generation of developers

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Dark Messiah was 'horny, generic, linear, unbalanced' and may have been forgotten by Arkane, but it's inspiring a new generation of developers
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Sorceress is the latest game to resurrect the “tavern-brawl” approach to the immersive sim.

Arkane Studios celebrated 24 years of business this month with a social media post that commemorated almost all of its games. In the line-up was subterranean RPG Arx Fatalis and extraordinary FPS experiment Deathloop. So was System Shock tribute Prey, as well as all three Victoriana stealth-action games set in the Dishonored universe. , got its star in the Arkane walk of fame.

Yet it was a crucial stepping stone on the cobbled road to Dishonored. And today, a generation of developers who grew up with Dark Messiah are beginning to fill the vacuum left in its wake. The likes ofpull on its chain-climbing verticality, first-person melee, and most of all the almighty, overpowered kick that turned orcs instantly into ragdolls.

"This dynamic approach to systems, rather than the stats-based stuff from Oblivion, is what has stuck with me over the years," he says."Sadly, my love for that game came with a curse, and that curse is that there hasn't been more games like it. The industry shifted focus towards other stuff and it feels like Dark Messiah hasn't had a lasting impact on the industry, at least outside of Arkane itself.

"The kick, on a surface level, is just a push, but the great thing about it is that it brings the surrounding environment into the gameplay equation," Arroyo says."If you kick something in a room with traps on the walls and hazards on the floor, a lot of systems can come into play. It basically expresses your desire of putting together one plus one to cause a reaction. Your wits are coming into play and not just your reflexes and speed.

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