Reviews from

in the past


I will only say it once: this game da bomb! this game da bomb! this game da bomb! Hey, I'm still conforming, I simply used the same rune three times. The spell it does is make a banger review, sit and watch. I can already see what all the fuss is about: "9 in 10 goblins recommend this product! Try it out NOW!" call it the fire spell the way I'm 🔥

As it turns out, I did play Libertatis. It was as advertised on the box but hmmm you know what I got stuck between a locked door and a stinky daddy orc. Shots were not fired because I didn't want to and furthermore I knew how to go into creative mode and wedaddle skedaddle my way to safety, and now that I think about it, I had nothing to shoot. I put all my points into ranged specialist and of course the game has like, two bows. They need sunlight to grow, maybe? Can't be the developers cucking me..

You can name your saves!!! You best believe I used totally nondescript names totally in sync with the current totally situation. Cooked whole lotta bread. Made mad number of potions. I'm a prepper man, you best believe I am that guy. Small roadblock is my character looking like a hobo with a bowlcut, but idk it was the best option. Doesnt matter because the lore still says I'm the Holy Moly or something of the sort.

It's not that cryptic? Honestly games back then were kinda like that but the one game taking place in the crypts was spared of that. We have another emblematic feature in voice-acting bordering text-to-speech. I wonder what happened to the guy at the beginning, has anybody seen this man? We take care of too many missing daughters and we neglect our grown men. I know this is not the future Karl Marx wanted. Negative points for including a monarchy ig.

It is a must-play for fantasy RPG lovers and a classic ahead of its time!

Great story with some intriguing sidequests, an open world to explore and discover its secrets, puzzles to solve, spells to learn (with a spell-casting system where you have to draw runes with your mouse), many enemies to fight and defeat, skills to master, chests to loot, choices to make (through your actions), and most importantly, MANY APPLE PIES TO BAKE (with wine)!

Arx Fatalis is one of the best RPGs I've ever played, and it took me years to finally come back to it so I could finish it. I still own a physical copy from since when I was younger, but my English wasn't that good so I got lost at some point and have never progressed since then. Now that I've completed it, I can claim how great this game is.

I also recommend installing Arx Libertatis on it, it enhances the game and fixes bugs, without taking away the original experience!

Oldschool-Jank the way I love it :D This game has ambitions, from the magic system to the quest design to the absolutely questionable but somehow also really good puzzles, Arkane Studios has definitely dared to do something here. Some of it works quite well, some of it doesn't work at all^^. I found the atmosphere very good, very dark and oppressive but also always motivating to continue exploring the area - I just love dark caves and walls, exactly my taste. The worldbuilding and the lore of the world were also very cool and really drew me in. Lots of references to Tolkien, Dune and Lovecraft, but also a few cool own ideas. The main story, on the other hand, was really rather generic and unfortunately not very interesting. If it had been really good, this could have been one of the best games of all time for me. But unfortunately it remains rather traditional and the main character is also a stereotypical Superman with super abilities, a bit lame. The inventory management was also a horror and I can't emphasize how annoying it was to get stuck at those shitty guards on their patrols and have to reload so you can move again :D Also, it can be easy to accidentally miss important info or not be given it in the first place. You have to explore and find out a lot yourself, but that's also what makes the whole thing so appealing. Some of the dialog was a bit too silly for me, but that's a matter of taste. In general, it's quite a classic that has unfortunately gone under quite a bit...but I also kinda understand why ;)

I bought this game at Cex (a second hand store), without knowing what to expect. I am turning myself to old school games as I've encountered some gems among them. But this is not one of them, though.

The game has potential, in my most honest opinion. The faces of the characters are a meme though! They are so bad that they make me laugh. The battle system is annoying also...

Maybe It's a successful game for its time, but today it's a game that can only be played by installing a bunch of mods and pushing yourself to ignore the dated gameplay. I also don't think the spell casting mechanics in the game make much sense, trying to learn the mechanics seems like a huge chore. Arx Fatalis expects the player to do too much but rewards them too little in return. An interesting story alone is not enough motivation for me to put up with such bad gameplay.


this game is too much for me 😪

Really good... full of jank but incredibly unique with its enviroment, magic system, and character stat progression. Prob the most "immersive" immersive sim out there. Final boss fuckin blows tho dont fight it.

Игра вызывает у меня схожие с Готикой впечатления. Она хороша и в неё, казалось бы, стоит сыграть каждому, но время не щадит. Нужно приложить много усилий, чтобы преодолеть устаревшие её составляющие и начать наслаждаться. Если в Готике абсолютно недееспособное управление, в Arx Fatalis главная проблема - левел-дизайн. Типичный образец игр нулевых: локации из лабиринтов-коридоров и неадекватные-полусекретные действия для продвижения по сюжету. Очень бесит и много времени жрёт какая-то незначительная ерунда типа поиска кнопки в залупе мира (пещеры). Этот момент показался мне единственным значительным минусом. Система ближнего боя сойдёт. Магия и прокачка вообще фишка игры. Много оригинальных заклинаний самого разного предназначения, с которыми можно экспериментировать на противниках, на мирных персонажах и на локациях. К сожалению, я не качал магию и прочувствовать полноценно эту систему не смог. Банальный сюжет про злого бога, возрождением которого занимается поехавшая секта, тоже на достойном уровне. Лично мне разве что сеттинг не нравится. Ну как не нравится? Он мне омерзителен. Я ненавижу данжи-пещеры, а тут весь игровой мир - подземелье. А пещеры и есть пещеры. Вся игра состоит из тёмных однообразных туннелей. Очевидно, разработчики загнали нас в них, чтоб мы до бюджета игры не добрались.

Все перечисленные аспекты не раскрывают суть. Я пишу о первой игре Arkane Studios. И их почерк чувствуется. Главная фишка - взаимодействие игрока и мира, «иммерсивность». Arx Fatalis не имеет открытого мира и тысячу активностей. Она обладает количеством локаций, которое можно посчитать и не сбиться. Вполне компактна, комфортна. Как следствие, проработана. Изучение не утомляет. Над имеющимися объёмами игры разработчики постарались. Здесь даже придумана оригинальная система взаимодействия предметов и окружения. Она успешно косит под реализм, что добавляет очков атмосферы. Эта механика повсеместно используется в игре, в том числе и в мозговыносящих головоломках. К этому прибавляем магию, которую надо кастовать не нажатием одной кнопки, а начертанием символов, из которых состоят заклинания. Идея великая. Имеющимися на тот момент техническими возможностями, бюджетом и силами Arkane уже начали воплощать концепцию поглощающей живой игры, в законы которой веришь на уровне механик. Arx не RPG, но дарит схожее с этим жанром чувство погружения в другой мир и ощущение приключения. Проходить рекомендую только на свой страх и риск.

OH MY GOD, HOW IS THIS GAME THIS AWESOME IT'S LITERALLY 21 YEARS OLD?!?!?!?

played this just to see where arkane started, i'm sure it was really cool when it came out i just wasn't able to endure the outdated controls and feel of the game.

I really loved it, and didn't expect to.
Both setting and story are kind of basic, but it makes sense and doesn't force too much on the player;
I fell in love with how instead of crafting menus you actually have to do stuff with your own hands(well, mouse, actually)- whether it's alchemy, forgery, enchanting or simply cooking;
Magic in this game honestly suprised me. Having to actually draw symbols for spells in a middle of battle takes skill, but it feels like actual wizardry, and not simply using skill buttons( although you can pre-cast up to 3 spells);
Sound design is way ahead of this game's time. Even though there is almost no soundtrack, Arx Fatalis delivers atmosphere through sound amazingly.
But I have to say, the biggest problem with the game is general navigation and understanding what to do. I had to use guides multiple times because logs don't give much information, and map layouts ARE FUCKING AWFUL, might be the worst level design I've ever seen in videogames and nearly made me quit.
Despite that huge minus, I really enjoyed it. It is somewhat refreshing to play even 20+ years after release.

Fine enough in what it sets out to do. Really, the best thing about this game to me is its setting. Aside from that, not much feels especially well done or memorable.

Nothing is really bad but nothing is really good either.

El debut de Arkane está repleto de sus señas de identidad en un mundo de fantasía heavy metal pero a la vez plagado de problemas de equilibrio y dificultad, trayendo todo lo bueno y lo malo de los RPG de la vieja escuela.

Los controles son bastante extraños y cuesta acostumbrarse a ellos, en particular lo relacionado con el inventario que parece excesivamente inspirado en Ultima Underworld. Fuera de ello, es más similar a lo visto en otro immsims y juegos en primera persona, pero con las particularidades de poder manipular objetos del entorno.

La trama es relativamente sencilla, un clásico “antiguo mal resurge” y algo de trasfondo del curioso mundo del juego, que parecía orientado a una secuela. Si bien tiene algunos momentos narrativos interesantes, con giros de guión, secundarias que alteran la principal y muchas pequeñas tramas que puedes alterar o ignorar por completo, está claro que el foco está mucho más en la exploración e interacción con el entorno que en la historia. La ambientación peca en algunas ocasiones de demasiado típica mientra que en otra da muestra de ideas interesantes, aunque nunca llegan a desarrollarse demasiado.

La subida de nivel es bastante simple, con atributos para fuerza, destreza y magia, y unas cuantas habilidades pasivas para crear pociones, lanzar conjuros de mayor nivel y otros menesteres fantásticos. Aquí, sin embargo, es donde empiezan a notarse las costuras. Algunas de las habilidades son muy poco útiles, otras hacen lo que se les pide y otras son casi necesarias para avanzar en el juego. En particular, la magia es lo que más cariño se llevó durante el desarrollo, mientras que el combate cuerpo a cuerpo recuerda al de Thief: The Dark Project (esto no es un elogio).
La magia es el verdadero protagonista del juego; en lugar de aprender conjuros aprendemos runas, palabras mágicas con las que desbloqueamos conjuros; los conjuros son combinaciones de múltiples runas. Así, curar será la combinación de las runas “mejorar” y “vida”, por ejemplo. Además, para lanzar un conjuro tenemos que pintas las runas en el aire. Para suavizar el previsible marrón que es hacer esto en tiempo real, el juego nos permite guardar tres conjuros en accesos rápidos.
Este sistema, así como su interacción con la exploración, es lo más interesante del juego.

El punto fuerte, a lo que venimos en un immersive sim, es la interacción, libertad de acción y exploración. En esto, Arx Fatalis cumple en muchas ocasiones y donde más énfasis pone. El mundo es un subterráneo dividido en niveles, con distintas razas gobernando algunos de ellos. Esto hace a cada nivel una especie de mazmorra autocontenida, donde algunas áreas serán inaccesibles para un personaje de nivel bajo, haciendo revisitarlas fundamental.
Desde el tutorial, el juego anima al jugador a recoger todo lo que encuentre, encender antorchas o apagarlas, cocinar, mezclar objetos en el inventario y usar otros para resolver puzles, habilidades que serán necesarias hasta el final del juego. Más adelante se abre un mundo de posibilidades; usar levitar para evitar fosos y trampas, usar un filo y un palo para crear una estaca (lo único que puede mantener muertos a los zombis)… Algunos puzles son muy inteligentes, ofrecen solucione creativas y permiten dar rienda suelta a la imaginación del jugador, mientras que otros se negarán a ser resueltos salvo con la forma intencionada, disminuyendo esa sensación de libertad que tan bien construye en ocasiones.
Esto es algo también ocurre durante la principal; en al menos dos ocasiones, el juego decide no dar ninguna clase de indicio de por dónde continuar en momentos en los que no hay forma de saberlo; uno requiere un encuentro aparentemente fortuito con un NPC, y el otro requiere acceder a una zona aparentemente inaccesible mediante un conjuro. Tanto esto como los puzles resultaría menos sorprendente y más un producto de la época si no hubiera una suerte de consejeros con los que consultas la mayoría de las misiones principales y dan desde instrucciones bastante explícitas a indicaciones en la dirección correcta. En cuanto a los puzles, algunos simplemente carecen de feedback alguno y solo se pueden resolver por fuerza bruta.
Por último hay que destacar que Arkane quiso tener en cuenta la mayoría de las interacciones con NPC. Como ya se ha mencionado, hay muchas pequeñas historias, no pocas de las cuales son fáciles de pasar por alto, incluyendo el final “verdadero”. Hay tesoros escondidos que requieren seguir una larga lista de pistas, pequeñas secundarias basadas en realizar acciones de forma orgánica y cierta reactividad a algunas acciones que sorprenden para un juego de este calibre y época.

Resulta imposible pasar por alto todos los defectos del juego cuando algunos son tan fundamentales como un sistema de combate poco equilibrado, habilidades poco útiles, puzles frustrantes o la extrema facilidad para quedarse atrapado en las irregularidades del terreno, pero tras todo esto hay un juego con mucha alma y mimo.

Гляди вождя, какой вкууууусный булка.

It's a nice immersive-sim game which Arkane shows first signs of its talents of creating living worlds. Its atmosphere still catches you right away at the first moment you start playing. Of course some of its mechanics feels clunky but fan patches solves this issue up to acceptable point. You may have a look at it to have some fun.

I love when rpgs absolutely mog me for my shitty stat distribution but im not doing a 3rd run sorry

Also the magic gimmick is fun when you're not being pressured to cast them at the speed of light because an enemy is crushing hard, but it is fun to cast!

WARNING: This review is very spoiler heavy!

Let me quote ProudLittleSeal’s amazing review on Fallout here for a bit

“The trouble with calling something “ahead of its time” is that it implies whatever made that something so special has become standard since its release.”

Now, this quote could be applied to many games that people call “innovative” or anything synonymous with the word, look at something like Half-Life for example, many people cite its focus on actual storytelling and immersion as one of its biggest innovations for the FPS genre at the time, but one thing that people don’t mention quite as much is it’s gameplay, where instead of shooting enemies from point A to point B (while maybe solving puzzles as you go along), you go through a variety of smaller sections where gameplay can differ pretty drastically, whether it is the survival horror-esque sections inside the Black Mesa facility, or the fast-paced gunfights between you and soldiers (and the aliens later on), and then at the last few levels of the game, a mix of platforming and gunfights in the alien world of Xen (whether you think Xen is good or not it’s up to you), it’s this variety of gameplay loops that many devs still did not try to replicate after all these years that truly makes Half-Life’s gameplay alongside everything else.

Now you have read all of this and wonder:

“What does this all have to do with Arx Fatalis?”

Well, Arx Fatalis is another one of those games that are somewhat commonly called “innovative” and “ahead of its time” for many reasons, but similar to what ProudLittleSeal said about the first Fallout, very few games actually tried to do something close to Arx Fatalis, which is ironic because the game itself is clearly inspired by Ultima Underworld (Arx Fatalis was even originally going to be Ultima Underworld 3, but EA did not allow it to be Ultima Underworld 3).

And speaking of Ultima Underworld, let me stop to talk about the dreaded Immersive Simulation term, arguably one of the most misunderstood terms in all of gaming, every time a discussion that involves trying to define what does the Immersive Sim term actually means, it often ends up with people fighting to define the meaning of it, sometimes missing the actual point about the design philosophy in of itself, the main point of a Immersive Simulation is the following:

Adapting the rules of a tabletop RPG like Dungeons & Dragons, in which you can solve problems in as many ways as you can think of, while making the world behave as though it was real and you really were interacting with it

Read this for more information

Now, if we look at System Shock for example, notice how most of the rooms in the game have a bunch of furniture like chairs, cabinets, desks and all of those stuff, notice how there is a bunch of junk that serves absolutely nothing throughout the entire game like worker hats or skulls, a lot of these components are made to make Citadel Station as a place feel real and not gamey like the levels from DOOM. Heck, even look at how you engage in combat in System Shock, instead of just pressing the button to shoot, you have to point your cursor at the enemy you want to shoot and then you press the button to shoot, as with the grenades, you have to click (twice) on them to activate them, drag them out of your inventory and click at the point of the screen you want to toss the grenade at. Even the audio logs (an idea that came from Austin Grossman) were made to fix one of their biggest issues with Ultima Underworld, that being the dialogue system, in which the game paused everything to start the dialogue screen, with audio logs it was made so that you never get pulled out from Citadel Station when playing it, and the transition from Citadel Station into Cyberspace feels less like the game pulling you out of the world and more so teleporting into a different world.

Now, while Ultima Underworld and System Shock were (and still are) great games regardless at how well they execute this design philosophy compared to games released later, it is undeniable that in some aspects they are rough around the edges, mainly in terms of graphics, keyword, GRAPHICS (the art direction in System Shock is great though), since, at the time, fully tridimensional games with fully tridimensional items and character models were still not a thing, so if we look back at System Shock again, while it does have the strength of having every room look and feel as believable as it was possible at the time, the fact that the environment itself was also fully 3D (using a heavily modified version of the Ultima Underworld engine) but the enemies and items were still 2D sprites definitely makes the game, at least in terms of graphical fidelity in comparison to games that used this design philosophy to much greater effect, pretty dated.

And then, years later, there came the Dark Engine, which would take the Immersive Simulation (originally called Immersive Reality) philosophy to the next level, and it did in many ways, now that the graphics were fully tridimensional (although in some ways the graphics were outdated even for the time the first Thief game was released), the geometry of the levels could be more complex than the engine from System Shock could ever be before with further uses of verticality and such, not only that but there was more interaction with items and the environment than ever, and of course the one thing that everyone mentions about the Dark Engine when they talk about it, the usage of light and sound which could cause different reactions on NPC based on audiovisual cues like footsteps, throwing items onto the floor/wall and many more interactions with it, with no other game demonstrating it better than the Thief games, particularly The Metal Age, where the engine was used to its fullest potential.

Though the Thief games and System Shock 2 further expanded on the imagination of the Immersive Simulation design philosophy than they ever did up until this point (and up until Ion Storm released the hit Deus Ex, which knocked it out of the park the same year Thief 2 released as well), there was certainly still room for improvement and even more interesting ways to expand on the design philosophy.

And finally, that is where Arx Fatalis comes in, a game that was initially met with lukewarm response from critics and middling sales but has gathered a cult following over the years, especially after Arkane’s explosion into popularity with their hit Dishonored.

Now you might also ask me:

“Why did you waste most of your review talking about the history of the immersive sim philosophy and not actually talking about the game at hand?”

Now, if you’ve paid attention to this wall of text up until this point, you’ll notice that I gave a pretty big focus to interactivity and immersion within the game world, and how within the Dark Engine framework, they were able to excel in what they set out to do based on that image with text I linked earlier.

As with Arx Fatalis? It further doubles down on that aspect with further systems that make you engage even more with the environment, that is without ever doing anything through a menu or something, look at how you make potions in the game, you first need to use a pestle and mortar on flowers (like a Water Lily flower), and then you combine the water lily powder with a empty bottle, after that you have to use a still (and also have a certain amount of the ‘Object Knowledge’ skill unlocked to do the potion) and after that you’ve done a single potion, only by touching your inventory and a still that is seen in a few places you find through the game, like the alchemy room in Arx’s castle, another example is how you make bread, where you need to combine flour with water to make dough, and then put it on a fire (on which you can light with the spell ‘Ignite’) and BOOM, you have done bread, is that particularly useful? Not really, since there are far more effective options for healing in the game like a Life Potion or the ‘Healing’ spell, but what really does matter is that all of those subsystems make the world feel more immersive and therefore make it so that you actually feel like engaging with objects in the real world instead of just clicking through menus and such things you would do in any other game, to the point that even buying items from shopkeepers work through interacting with the inventory in chests in real time without losing control of the character you play as.

Then there is the magic system, which is the one thing everyone mentions about this game whenever it is brought up in conversation, so it might as well have an entire paragraph dedicated to it.

Instead of simply pressing a specific button for using a certain magic spell, you have to first press the ‘CTRL’ key, draw the correct runes in the correct order, and then click on any spot, and then release the ‘CTRL’ key to cast the spell, a genuinely creative magic system that, much like the cooking and alchemy systems, make the game world feel even more immersive, leading to more interesting interactions within the environment using the magic system, and truly make you feel like a actual wizard performing magic (insert IGN meme here), rather than simply pressing (or holding) a button/key to perform magic like in other RPGs or even games in general (granted you can precast up to three spells, including repeats, which will be incredibly important when dealing with a few enemies you find throughout the game), not to mention can make some fights more intense as a result (like the ones against the Lich), as you have to both pay attention to how you are drawing the runes to not mess it up but also pay attention to the enemies for them to not hit you (and boy are the Lich and Ylsides going to stomp you if you don’t manage either of these things proper), and for a game with such magic system, obviously you expect it to make you want to engage more with such, and of course it will, like using the ‘Levitate’ spell to get through the Ice Caves, and also try combining spells together (like Levitate with Speed, you get through the Ice Caves much faster at the cost of twice as much mana to do so).

Really the only issue with the magic system is that it pretty much throws a wrench on the character creation, where the magic system is such a integral part of the game that you will actively want to upgrade anything related to it and a few other skills like Close Weapons (which becomes redundant once you get to use the Fireball more often), Object Knowledge and Technical Skill, even when I was limited to not being able to use more powerful armory due to not having enough Strength, I managed to use the Ylsides armory by using Blessing and the Ciprian long sword of Force to increase my strength and be able to use the Ylside armor (doesn’t help that it also gives you more strength), something I thought was really cool admittedly. Though to be fair, what WRPGs are perfect when it comes to balancing? I mean, Planescape Torment was (and still is) critically acclaimed even for the time, yet the game pretty much forces you into only upgrading the Wisdom, Charisma and Intelligence attributes, since your companions can already do the combat job for you anyway. And at least in the case of Arx Fatalis, the game is graceful enough to give you quite a handful of spell scrolls which make you capable of using those same spells without needing to do a character focused on magic spells.

Back to Ultima Underworld and System Shock, another big part of both of these games were exploring the dungeons (or space stations) these games took place in, with a variety of nooks and crannies to find throughout both the Stygian Abyss and Citadel Station respectively, and again, while I haven’t played Ultima Underworld as of the time of writing this (yet), System Shock’s Citadel Station was really fun to explore throughout the game because of how much it rewarded exploring through the station’s multiple levels, especially with the security system which would reward you with even more powerful (at least for that stage in the game) items to help you get through levels easier, even going as far as unlocking certain upgrades that you would have unlocked much later in the game have you not explored a level of the station fully.

As for Arx Fatalis, how well does it accomplish the exploration and level design of the underground world of Arx? Damn well, the level design itself is excellent, every place feels genuinely lived in with every room feeling believable, and the way every level connects with each other feeling natural and organic, doesn’t help that every level also has a handful of hidden paths you unlock throughout the levels. Another very noteworthy aspect of the exploration is the sense of freedom you get to explore the entirety of Arx’s underground world right from the get go just after a few main quests, even some late game areas you can explore before you even need to do so like the Ylsides Bunker you need to go through to fight the final boss (though you can’t go through the Crypt until you need to do the quests involving Krahoz and Zohark), not to mention that, as mentioned before in the paragraph regarding the magic system, the Speed and Levitate spells can greatly make traversing each layer of Arx much faster when you start revisiting them more often, which you will do a lot (especially in the City of Arx and the Underground Lake), but even going through each level for the first time is really fun, especially as you discover certain things that either lead to different side quests (which there aren’t a lot, but they are still good enough), or even things you weren’t supposed to discover early on but come very in handy at later points in the game (such as when I went through the Ylside Bunker earlier on in the game and found out later on I was supposed to go there at the end of the game). There are even sublevels within a different level (like the Crypt and Temple of Akbaa), though they do suffer a bit because of the puzzles, as some of these puzzles can be a bit too difficult to do without a guide and can lead to pixel hunting (the one with the symbol stones was one I especially had difficulty with, as you have to keep wandering around to find the stones with different symbols, it took me ages to find the last remaining symbol stone), but even with that slight issue, they still have great level design and never does the levels get confusing to explore or know exactly where you are, much like the rest of the game.

Just before wrapping up on the topic of gameplay, as far as the “multiple ways of the beating certain missions” that everyone mentions when talking about Immersive Sims, they aren’t the most common thing in this game admittedly, though there are some moments where you can do something in a different way and they are really interesting, such as choosing to either buy a dragon egg from the dragon found in the Ice Caves, or fighting him to get three of the same dragon egg, or giving both Krahoz and Zohark to Alia to unlock the Shield you needed to get in the third level of the Crypt to get Krahoz earlier rather than giving both Krahoz and Zohark to their original owners (Alia and Zalnash respectively), also one very interesting observation about those moments is that none of those choices are actually done through dialogue, all of those are done in real time, when even Deus Ex had choices you needed to do via dialogue…

I could keep going and talking about how great the gameplay of Arx Fatalis is, but of course, while gameplay is the most important part of a GAME, great gameplay alone does not make it memorable enough, even the best Immersive Sims have more than just great gameplay, System Shock 2 doesn’t just have great (if flawed) gameplay, it has a terrific atmosphere, a great story (especially villains), an awesome Cronenberg-esque art direction and especially incredible sound design (and soundtrack).

And I am happy to say that in the case of Arx Fatalis it is no different! For an game that takes place entirely underground, it's very impressive how Arkane managed to make every level feel distinct from each other in multiple ways, whether it is the lively City of Arx, or the haunting and desolate industrial dwarf mines, the mythical and almost otherworldly Sisters of Edurneum Outpost and the list goes on, all of these levels feel starkly different in atmosphere from the other, as well as every level looking different in any way or another with incredible art direction and architecture, further elevated by the amazing sound design and pretty great ambient soundtrack present within the game that manages to be at the very least on par with the the first two Thief games, which really shines in areas with a more creepy and foreboding vibe to them like the aforementioned Dwarf Mines and the Crypt, where you feel much more the sound of your footsteps and general interactions with the environment combined with the creepy ambient songs found throughout those levels, contrasted with the City of Arx with a more typical Tolkienesque fantasy song to further differentiate it from the rest of the levels, heck, even the Human Outpost has a song akin to a war movie like Saving Private Ryan, seeing the consequences of the war between the humans and the Ylsides. And of course, I shall never forget the voice that plays every time you draw a rune correctly (MEGA! SPACIUM! MOVIS!).

As for the story and setting? Firstly, the setting itself is like the average western fantasy setting with all the staples you would see in any media such as Goblins, Dwarves (though they are all dead) and all that stuff (no elves for some reason though), however, the setting is made far more interesting because of its premise, where a meteor has fallen into the earth and the sun started to fade away to never be seen again, and so all the races had to work together to transfer Arx into the underground, since without the sun the surface would be completely frozen over, with only very few people being able to survive there, but of course Arx Fatalis is still no slouch at worldbuilding, with many cool aspects of the world of Arx to learn about like the races of Arx, the history of Arx, or everything related to the Noden (which obviously I won’t spoil). The plot itself is also simple, you are a man called Am Shaegar (who is kind of like JC Denton from Deus Ex somewhat) who wakes up with amnesia in the Goblin Outpost’s prison, and you have to escape the prison and after a while you have to start to do missions to manage to destroy the so called Akbaa, with a lot of twists and turns along the way, a simple plot indeed (again, you don’t really have any section with major story choices throughout the game), but that’s where the charm of the game comes from, the simplicity of it’s story and world makes it so that both the simple story and complex gameplay connect much, much better and together accomplish the task of making the world feel and behave as though it was actually real and tangible much better as well, look at System Shock 1 again, that game had a very simple story but complemented everything else about it to make as though you really were in Citadel Station, and some of the same principles apply here as well.

Now, after all of this jargon I wrote (I’ll admit that I may have wasted a bit too much time explaining what the term “Immersive Sim” means), I can confidently say that, while this game is certainly not perfect (far from it), this is an excellent game that managed to use the “Immersive Simulation” design philosophy to its fullest potential possible at the time in so many inventive new ways, and even today you don’t see that many games that matches the depth of this game in specific (or at least in the ways Arx did), like come on, how many games you have seen with an magic system similar to Arx Fatalis? This game is certainly on the same level as the other great “Immersive Sims” like Deus Ex and System Shock 2 and if you are fan of this design philosophy, you should definitely play this game at one point.

got softlocked at the last 5 mins of the game.
I almost love this game, but it dips in quality so hard so fast. Arx Fatalis has 10/10 art, level, and sound design (please use eax audio holy fuck its so good). i also really liked the kingsfield-esc combat, granted i ended up not really using the magic system as much as i would of hoped. theres more than a few moments of the game too where you just cant use magic which is super lame. My biggest issues with this game are MY FUCKING GOD the padding design and enemy wise as well as the overly cryptic shitty puzzles and quest logs. i got stuck and had to refer to guides more than not while playing, i even somehow ended up sequence breaking some of the final cutscenes with Alia so fuck me i guess, no pay off for all the side quests i did for the better ending. i finally just gave up after i got to the final boss and realized i in fact forgot/lost one of the meteorite rocks. i remember not knowing if theyd be useful so i might of thrown it out somewhere along the way and there is NO WAY IN HELL im backtracking the entire games map to find one item to get the final cutscene.

also idk who the fuck designed the final temple or the stats and hitboxes of the Yilsids and lich, but have they ever played a game before let alone had fun? because its just bluntly not good or remotely fair. all i read online was "spam fireball" doesnt that sound fun!!!

A mecânica de crafting e de runas (onde você faz os feitiços desenhando com o mouse) são o ponto forte da gameplay. Não cheguei a desbloquear todos feitiços, mas tem uma a variedade boa de como você pode usar eles: em puzzles, lidar com algumas situações em quest, fazer estratégias pra lidar com vários inimigos ou um muito mais fortes que você no soco, stealthing, facilitar a exploração de segredos no mapa e etc.

Entretanto, essa utilidade da magia mostra como o sistema de skill é falho e desnecessário. Eu não vejo necessidade em focar em um skill de combate quando a variedade de armas e encantamentos é minúscula (Você tem um arco em todo jogo, e só pode envenenar e deixar ele um poquinho mais forte), acho até que se eu não colocasse alguns pontos em magia e tentasse fazer um personagem totalmente focado em projetil teriam partes que seriam muito mais difíceis, outras até impossíveis. Pickpocket é quase inútil com a pouca quantidade NPC e lojas no jogo, stealth chega a ser inútil em algumas partes importantes, crafting não precisava ser um skill upavél, pickpoccket é quase inútil. A magia consegue cobrir facilmente esses pontos fracos, dando invisibilidade, cura. Sem falar dos npcs que podem concertar equipamentos ou te vender itens de cura por um preço baixo.

Na minha opinião, um sistema de nível básico (upar um pouco de todas skills de combate) pra bloquear alguns recursos de serem usados muito cedo já serviria.

As dungeons e os puzzles são criativos, e ajudam a divertir apesar do combate simples. Algumas áreas tem mecânicas e inimigos únicos, como o andar dos anões onde você tem que fabricar uma espada com um cão demônio imortal te seguindo nos tuneis estreitos, os puzzle das mulheres-cobras onde você vai ter que descobrir as dicas por meio de charadas nas placas, a cripta onde os zumbis revivem e tem muitas armadilhas...

A história não existe. É um clichê bem raso, não tem um personagem digno de menção.

Um jogo bem divertido pra quem gosta de explorar masmorras e socar paredes em busca de portas secretas (Eu)

The act of grinding out this game in a week made me say to myself "ok maybe we should actually play less video games next year."

Game is pretty cool though! Having never played an Arkane game before I've been told this is like the 2nd worst introduction to their catalog but I still had fun. The casting system is fantastic, and the exploration can really suck you in. If you plan on taking this game on, get more inventory space as soon as possible and hold onto anything that looks unique or like it may eventually be valuable, because it will be, and it is a miracle I didn't softlock myself.

Pushed out of the boundaries of what a game in this age could do mechanically, really impressive even to this day

cool game but fuck akbaa rocks


+ Innovative spell design.
+ Nice worldbuilding.

Was too outdated for me, not completed.

a really fun title only held back by it's age and questionable design choices such as mages being an easy mode and the last segments of the game being vastly harder than the previous parts of the game.

some puzzles are of questionable quality because their design very well could be placed in a category of a timesink to forcibly extend the playtime

also it's absurd how easy it is to softlock urself, basically anything that looks unique should be held on with dear life.

Great RPG, but location of dragon lair and 5-th Akba Stone is shit

ive got this gem for my birthday, still havent finished it
but its pretty good so far