Severance: Blade of Darkness





July 7, 2002
Price: $10 (full retail packaging)

The intro screen takes some time to load as
it is 3D
Not only having does Severance: Blade of Darkness have the
honor of having the most commonly misspelled name on the internet
("Severance" with a penultimate "e" rather than
an "a"), people are also divided over as to how they should
abbreviate the game; whether Severance or Blade of Darkness
(BOD) is more appropriate, in fact, many review and download
sites have it dually listed under both. But a less dubious honor it
has received has been a groundswell of gamer recognition as the word
of mouth sleeper-hit of 2001.
The term "sleeper" is traditionally used to describe games
that despite their unique or exceptional qualities receive relatively
little commercial or critical success but yet eventually gain a strong
following among devout gamers--which causes critics to declare the
game a "sleeper" hit, hoping to indicate that they themselves
appreciated the game all along and it was the rest of those idiots
in the media that were not paying attention.
BOD has certainly stayed under the radar. But not for lack
of trying on the part of its publisher, Codemasters, who has had other
sleeper success stories with titles such as Project IGI). BOD
floundered at the cash register largely because its release was overshadowed
by that of Rune--a similar game that drew upon Viking mythology
and was published by the heavyweight Gathering of Developers (GOD).
Featuring both the Unreal Tournament engine and a multiplayer
mode that (in the eyes of reviewers) more than made up for its tremendous
single-player shortcomings, Rune won the war of the third-person
hack and slash genre and its victory was largely uncontested by the
gaming press. However, slowly but surely, a small but articulate group
of gamers began telling a different tale: BOD is just better.

Tukaram, the Babarian, squares off against
an orc
While melee combat has been a staple of console and arcade games
over the years, trying to integrate it into the 3D world of PC gaming
(post DOOM) has been a mighty challenge with no clear winners;
though most have come to the conclusion that a third-person vantage
point is superior for the genre. Early attempts have either erred
on the sake of simplicity or extreme complexity--such as Interplay's
Die by the Sword which featured the innovative "VSIM"
user interface that attempted to actually allow gamers to control
the sword arm of their character in real 3D space. Though VSIM was
a compelling experience, few users were able to master the interface
and subsequent melee oriented games have looked to the world of consoles
for inspiration.
BOD allows users to string together combinations (or "combos"
in gamer speak) of moves by pressing certain directions on the keyboard
as they aim with the mouse. This is more complex than systems like
Rune but is quite manageable and offers the side benefit of
role-playing potential: as a character gains levels by defeating enemies
and discovers new weapons, newer and more impressive combos are unlocked.
This role-playing is expanded with the addition of a stamina bar which
increases as the player gains. The more powerful weapons require more
energy to swing so players must choose between feebly swinging the
most devastating weapon in their possession (possibly even running
out of breath and becoming defenseless) or being able to wield a lighter
weapon indefinitely with finesse.
Control is similar to that of other games in the genre, allowing
players to orient their view and attacks with the mouse and movement
with the keyboard, but has a convenient target "lock" as
well. After pressing the lock key (TAB by default), the character
will change his or her stance and remain focused on the chosen enemy.
Moving left or right will no longer turn the character but will allow
them to step left and right to encircle the opponent or even leap
out of the way of their blows. While it is sometimes more useful to
stay "unlocked" and dart between several foes, the lock
ability adds a measure of intimacy to the battles, making them into
epic struggles at times.

This goblin does not fair so well
Rather than staking out new territory, the story of BOD has
been drawn from sources that are immediately recognizable to most
gamers, from Conan the Barbarian to The Fellowship of the
Ring. Unlike other games that plagiarize cinema and novels so
thoroughly, players of BOD are more likely to savor the moment
than to complain of unoriginality because of the game's more immersive
qualities. To heighten the continuity of the story arc (with the side
effect of giving a great first impression), each of BOD's four
characters has their own unique introductory level from which the
exposition of the plot begins:
Sargon: A lordly soldier (who uses one handed swords and a shield)
begins trapped in the dungeon of a keep and must fight his way out
to see daylight once again.
Naglfar: The stout dwarf returns to the underground city, finding
every dwarf has fallen to the invading goblins and orcs; he pledges
his axe will avenge them.
Zoe: The Amazon huntress with both spear and bow stalks the ancient
pyramids seeking to discover the secrets of a lost city.
Tukaram: The barbarian must first brave a city of the walking dead
to find the wisdom of his ancestors.
The barbarian and the Amazon have the advantage of being able to
leap nimbly about, which somewhat compensates for their lacking ability
to block enemy attacks. While they can block, they must do so with
their weapon and the block must be timed precisely (the soldier and
the dwarf can hold their shields upraised indefinitely) and having
a weapon shatter under the weight of an enemy attack is certainly
more disconcerting than having an easily replaced shield splinter.
Indeed, the soldier and the dwarf have a bit of an advantage early
out as the human-sized foes all carry weapons that can be employed
by the player, though this diminishes as more powerful enemies emerge.

A campfire within the cavern projects a goblin's
shadow
The graphics of BOD are certainly dated at this point. Low
resolution textures and rudimentary architecture abound; sometimes
sinking to the depth that one might wonder if they were lifted directly
from one of the numerous Tomb Raider sequels. On the other
hand, BOD also offers some unparalleled special effects, such
as reflections on water and a very complex physics engine (meaning
that objects fall and get knocked about with uncanny realism). But
the best part is clearly the shadows. Not only are complex shadows
created by players relative to light sources, even enemies and the
most mundane objects cast real time shadows as well. Recently, teams
working on future games such as DOOM 3 and Deus Ex 2
have bragged that a player might be able to view an enemy's shadow
looming over a corner, giving advance warning of its presence. With
BOD, the future is now.
Even typical scripted events such as the famous Indiana Jones'
"rolling giant boulder" come to life when that boulder casts
a shadow that changes shape relative to its position to light sources
in the scene. One of the most impressive events in modern gaming is
a fight between the player and a flaming skeleton in BOD. As
the skeleton acts as a light source, shadows are formed by the columns
supporting the crypts ceiling and as the battle goes on--they swirl
about as the player and the foe circle each other. It is simply breathtaking.
However, the strengths of BOD are also its weaknesses. By
making every enemy encounter into an epic battle, Rebel Act and Codemasters
have raised the difficulty bar above and beyond what is expected by
the genre and that is only compounded by the fact that there is no
choice of difficulty options within the game. While it is very unlikely
that a goblin will kill a mid-level character, it is very possible
that a poorly timed attack on the part of the player might result
in he or she being wounded by that goblin to the point that completing
the current level is no longer possible. Traps that cause sudden death
are also common, forcing players to creep along, saving at every point.
This is made all the worse by a terribly slow saving process and an
unforgivably slow restoring process as loading a saved game after
a defeat can take nearly a minute.
Players also might begin to resent the system of leveling. When characters
gain a higher level, their health is magically restored, no matter
how low it might have been. Though this can sometimes be of tremendous
assistance to a player, when a player's character is only slightly
wounded, they might be hesitant to engage in combat--as if they should
level they would not gain the healing bonus. At other times, the leveling
system helps to invalidate the level design: at one point, a player
has the option of luring an orc into the path of a falling boulder
(the designers making it obvious that this is the intended route the
player should take), but if the rock dispatches the orc, no experience
points will be gained. Most players will opt for the experience points.

The Barbarian poses for a moment of vanity
Despite its Machiavellian difficulty, BOD is a compelling
game for anyone who grew up with the hack and slash films of the 1980s,
such as The Beastmaster and Red Sonja. Unlike other
games of its genre, BOD combines the perfect mix of tactical swordsmanship
(and spearwomanship) and general chaos that makes for a great melee
experience and is a must buy at $10.
[Note: While playing through it recently, I noticed that halos
for light sources were occasionally visible through obstructing structures
and that the frame rate stuttered to less than one frame per second
while looking at the "sun" (though opportunities to view
it are limited within the game and your mother told you not to look,
anyway), two problems I do not recall from my previous experience
with the game. It is unclear whether Windows XP Pro, nVidia drivers,
or Direct X 8.1 is to blame.]
by Richard Leader
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