Once you’re done ogling at the visuals, it’s time to get down to some serious combat, which thankfully is pretty straight forward in this game; slash away furiously at your enemies till your adrenalin bar is full to execute him with finishing moves that involve a lot of decapitation and stabbing, all played out in slow motion. Something new for me (I’m not too sure if it’s been done before) was the fact that the game allowed you to forge your own sword, and even though this process isn’t as fleshed out as you may expect, it’s still a cool touch nevertheless. Besides swords, daggers, cleavers and other mêlée weapons, you’ll also get to wield some super useless bows and arrows. The reason I call these super useless is because it takes at least a hundred arrows to kill one enemy; you’re better off using your swords at all times and in case there are certain high areas you can’t access, worry not, you’ll also get a bow that fires rope arrows and this doubles up as a medieval grappling hook of sorts. If you aren’t a fan of weapons, there’s always magic and this game packs some wicked spells that include freezing enemies, electrocuting them with your lightening bolts, burning them to a crisp with your fireballs, shrinking them and then stomping on them a-la Duke Nukem or throwing them all over the place using your Telekinesis (TK) a-la Psi-Ops.
On the flip side, there isn’t any dual wielding in the game (except for daggers, and that really can’t do a lot against a 500 pound Orc wielding a cleaver) and secondly, merely slashing away at your enemies hardly does any sort of damage. If you want to make a dent on their health bar, you’re gong to have to charge each and every attack and make sure each swipe connects. Now this adds a pretty tactical touch to combat, but it can end up getting on your nerves when you’re surrounded by more than one foe. To compensate for that, developer Arkane Studios (these guys are behind the single player game, while Kuju Entertainment has handled the Multiplayer mode) has gone to town with the game’s physics and have given us a playground where virtually anything can be used as an environmental hazard. Kick an enemy into a pile of barrels, or knock a column down to send an entire structure tumbling down on an unsuspecting enemy, or cut a rope that’ll trigger some sort of a trap, or how about or kicking him over a cliff, or onto a spike strip or into a fire. One thing that did strike me as stupid was the fact that there were way too many random spike strips just "lying around" for me to kick my enemies onto.
As much fun as the kicking factor may be (and it really is initially), it also kind of backfires on the developers as you can literally breeze through most of the game’s battles by merely kicking enemies off ledges/cliffs or into one of the above mentioned environmental hazards (and the only thing that will stand in your way is the depleting Stamina Bar). Why bother upgrading your stats and going through all that hard work when you can just kick your way through most of the game? Now if you are the optimistic type, then every enemy encounter could play out differently depending on what sort of approach you choose and this definitely lengthens the game’s replayability value.


