
After
five years in development, Severance - Blade of Darkness was finally
completed by Rebel Act and published through Codemasters (who
were champions back in the days of Amiga's Commodore 64/128, Amstrad's
CPC 464, and the legendary Spectrum 48k with it's futuristic rubber
keys and an unheard of 7 shades of grey). Was the five year wait
worth it's weight in gold? Let's have a look..
In
The Beginning
Severance
is a game of hack and slash, let there be no doubt in that. There
are puzzles throughout the game, but it's certainly not the place
to train up for your Mensa IQ test. Severence falls into an area
of gaming which cannot really be defined by any one conventional
genre, instead slipping into RPG, Action and Adventure all at
once.
Die by
the Sword was the first game of this type to be released, a few
years back now. It had an impact similar to the first Tomb Raider,
in terms of originality, though didn't quite catch on in the same
tidal-wave way. Looking on to Severance, it wouldn't be a stretch
of the imagination to picture it being developed by the same team,
though it is definately a far more up to date version.
Let's
start then with a look at Severance's Engine and general physics.
The first reaction is that of marvel. The five years development
were definately well spent, it would seem. It's immediately obvious
that the lighting effects are to be envied and looked up to by
almost all other games currently on the market.
It's impossible to show exactly what makes it's so special on
a static screenshot, but you have to trust me on this one; you'll
find yourself noticing how realistic it seems, even if you're
quite far into the game. Sometimes even during battles your attention
may slip to small details like this which really bring the game's
engine to the forefront. Every movement you make, and every flicker
of flames, will be perfectly shadowed on nearby objects and walls.
'So what
else does this engine do?', I hear you cry. Well, object physics
are extremely well worked out. Blood trickles down grates and
drips onto the floor below, the same applies to any objects which
it might trickle down, like boxes or a staircase. If that doesn't
seem anything extraordinary, there are everyday objects such as
torches, which you can light up on a nearby torch and throw it
as far as you can, if your heart so desires. If it lands on a
slope, for example, it might well roll down to the bottom before
coming to a stop, depending on the gradiant of the slope, and
how it landed initially.
The amount
of realistic phyics which the game can boast is endless, ranging
from those which set the standards of what games should be aiming
to beat in future, down to those you would never notice unless
you were looking for them specifically. Severance was massively
hyped before release for it's amazing engine phyics, and with
good cause. I certainly hope that these qualities aren't forgotten.
In fact, looking around for a patch, I was unable to find one
on either Rebel Act's site, nor Codemaster's site. This would
suggest to me that either they've created a 'fire and forget'
missile of a game, or they tweaked it to such an extent that it
simply doesn't need a patch. The latter would definately seem
to be the truer of the two.
Game
Layout
One of
the rather generous things they've blessed upon the game, is to
give each of the four characters their own set of levels to trudge
through. Commonly with games which give you a choice of characters,
you are restricted to a single set level. There are two side effects
of this, however. The first is that while the individual levels
are very large (as levels go, compared to the average game), there
are only about half a dozen levels per character. Still, they
do last quite awhile each. The second side effect is that not
having a single plot means that each sub-plot is somewhat non-existant,
to be perfectly honest. You won't find yourself following a storyline
with your eyes drying out from lack of blinking so you don't miss
a second, but instead you'll be battling through your foes with
vengence on your mind because you died a shameful death late in
the level but hadn't saved it for a long time. I'll go more into
that jar of flies a bit further along.
Still,
I must say that I prefer how they went about making a level for
each character, it does work out far better for Severance. Besides,
the level design is a thing of beauty. I wouldn't say that you'll
remember every part of every level for years to come, but while
you are playing the game, the levels are a joy to be in, especially
the attention to detail on the scenery. A straightforward example
of this would be on levels which have castles or forts; often
on the walls, even parts you wouldn't really look at, you'll find
detailed carvings and masonary work depicting battles and events,
which adds mood to the setting.
Continued
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