Recently there has been an outpouring of Western RPG’s (as opposed to Eastern RPG’s of the type developed in Japan), the majority of which feature medieval high-fantasy themes. Of Orcs and Men is a recent title in this vein, continuing the supply of orc and goblin fodder for us humans to slaughter. Developer Cyanide was behind the lamented Game of Thrones RPG, and they certainly looked to avoid similar mistakes with this title.
The story follows two controllable characters; the brutish orc Arkhail and a wise-cracking goblin named Styx. Their races are oppressed and they seek to free themselves from the human empire plotting their extinction. A story featuring non-humans as protagonists is uncommon, already creating an angle to keep players interested. The story is narrated by cutscenes not only of the mismatched duo but also events elsewhere that explain the history and environment; overall the storytelling is quite well done.
A significant bone of contention will be the dialogue content, which features regular back and forth “yo mama” insult-fests, Middle Earth style. I like profanity as much as the next guy, but the number of expletives used in this game can get quite tiresome. Only so many f-bomb filled insults questioning the morals of an orc’s mother are necessary to keep the story going. The dialogue choices also seem to be for decoration only, after attempting each set of choices in a few conversations the outcome was the same: You will fight.
Graphically the game is impressive in two areas; the environments and the protagonists’ character models. The environments are extremely detailed and the lighting effects are well above average; the blanket use of invisible walls and the inability to explore the environments does detract slightly from the experience though. Both Arkhail and Styx have great character models, in contrast to the human enemies that are quite poor and just seem to be flesh coloured things to pummel.
Navigation in the environment is similarly linear, with very little choice in terms of route. The progression is simple A to B with a set amount of battles in between. Styx can use his compact size to enter small areas and open gates for the larger Arkhail; a clever addition that is sadly not utilised often enough. The environments and their interactivity could have been utilised a lot more, which would have served as an ideal reprieve from the frequent battles. For players that are accustomed to sprawling and highly explorable environments this linearity might be a deal-breaker.
The gameplay is one of the pros and provides a fun experience, with Arkhail and Styx each having unique roles; basically a tank and thief respectively. Styx can become invisible and silently despatch enemies, creating the possibility to curtail some of the unavoidable 2 vs 8 situations that pop up. Arkhail has the unfortunate ability to go into a rage mode, where you lose control of him and his attacks become directed at both friend and foe, often resulting in a continue screen. There are abilities that can delay the rage mode, but it’s annoying when it happens nonetheless.
There is a varied selection of attacking, defensive and special moves for each character to use, as well as abilities involving both characters. The combat mechanics are novel; as opposed to being real-time you slow down the play and select 4 commands that will be executed before you can act again. This adds an element of strategy to each encounter as you’ll have to pay close attention to the commands you select and their order. Being able to instantly switch between characters and planning their contribution also adds to the tactical nature. The stop-start nature may seem unappealing, but the shoulder buttons can be used as shortcuts for one ability each. Overall, the combat is one of the game’s better aspects, and provides an involving experience.
As you defeat enemies you gain attribute points and skill points, used for increasing stats and gaining new abilities respectively. Equipment tends to play a crucial role in most RPG’s, with a lot of time going into getting that piece of armour or a weapon that might give you the upper hand in tough fights. That isn’t really the case in Of Orcs and Men; while the equipment isn’t irrelevant, the underplayed significance and the general lack thereof makes it quite an underused aspect of the gameplay development.
Longevity is unfortunately another shortcoming, there aren’t any significant reasons to replay the game. There are a couple of dialogue choices that can lead to a short deviation or quick quest, but there aren’t any long side quests or mini-games that warrant a second play of the game.
While the game is good in some aspects and vexing in others, the general feeling is lacklustre. A potentially great story is let down by underwhelming dialogue and peculiar execution, while the non-existent exploration is also a significant obstacle.
The game is saved by Styx’s witty narration and the passable combat system, but seems like it wastes the potential to have been a truly great game. People who have played the best in the Western RPG genre might be slightly disappointed by the promising appearance, but ultimately bland execution that Of Orcs and Men is guilty of.
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