|

Spanish PC Cover
|

American PC Cover
|
How many video games developed in Spain
can you name? Probably the Commandos series by Pyro Software. If you
are one of those poor souls still playing adventure games, maybe
Runaway and all the sequels from Pendulo. But Then you'll remember
Mercury Steam, the guys who brought the very polarizing Castlevania :
Lords of Shadow. Actually, few people outside of Spain know that but
Mercury Steam is pretty knowledgeable in hack&slash. The studio
rose from the ashes of Rebel Act Studios, the creators of Severance,
a cult-classic game which came out in the early 00's.
The story isn't really what you're
looking for here. In a heroic-fantasy world, the Lord divided
Creation into two forces: a Spirit of Light and a Prince of Darkness.
Trying to topple his father's reign, the dark prince spawned many
evil creatures and raged war against his family and their numerous
godly descendants. To make a long story short, the Prince of Darkness
was banished from the physical world by a powerful spell and the gate
between the realms was closed by an unnamed hero, whom died in the
process. The hero left his sword of light stuck in the temple of
Ianna in a very Arthurian fashion. Many years later, the seal
weakens, and the sword becomes the tainted "blade of darkness".
A new hero is needed to purify it, and kick the Prince of Darkness'
butt permanently, for good measure.
Adventure calls and you must quickly
choose between four characters. Each one of them has different
characteristics, unique combos and a favored combat style :

|
Tukaram the Barbarian
Half-naked and covered with tattoos, Tukaram is
the iconic character of the game. He handles heavy two-handed weapons
such as eclipses, battle axes or claymores. His combos are difficult to
use but are also the deadliest of the whole game. His reach is insane
and Tukaram can easily kill most of the early game enemies with one
hit. On the other hand, he is pretty slow and can't dodge well. The
barbarian can only get one blunt weapon in the game, making undeads and
golems annoying to fight.
|

| Sargon the Knight
A versatile character. Sargon is a well-balanced
fighter pairing one-hand weapons with various sorts of shields.
He is not very fast, nor very nimble but has decent health and can
equip every armour set in the game, making him pretty sturdy.
Last but not least, Sargon's got plenty of combos. With the knight it's
a good idea to check your shield before every battle since they tend to
break extremely easily.
| 
| Naglfar the Dwarf
For every game, you will find a character suited
for masochists. Those players will enjoy the company of Naglfar. At
first, he seems to play like Sargon, but his reach is much shorter and
combos are scarcer. Don't think about dodging; it's all about
shield-blocking and splitting skulls with axes. Unfortunately if
enemies blocks one of your attacks, you're done for. On the bright
side, Naglfar gets the highest amount of hit-points.
| 
| Zoe the Amazon Lithe
and fast, Zoe is an awesome character for beginners. She doesn't need
to sheathe her weapons to run, she can use long-ranged weapons such as
Naginatas, and she can wield spears while easily dodging attacks. Due
to her extremely low health, the amazon is definitively built as a
hit-and-run character. Fortunately, she is very proficient with the
bow. Her lack of combos makes her a bit dull to play for seasoned
players.
|
|
Blade of Darkness plays as a
third-person action game, sharing vague resemblance to the Souls
series designed by FROM Software. The biggest difference from the
typical hack&slash formula is how combat is handled. Your avatar
possesses two different bars: life & power. The first goes down
as you take hits while the second one dwindles accordingly to your
attacks. Clicking like a madman will temporary exhaust you, leaving
you defenseless against enemy attacks. Power cost depends on two
factors: the weapon used and the type of attack. If your character
doesn't know how to use a class of weapon, the results will be
disastrous. Playing as Sargon automatically excludes the use of
spears and two-handled swords, even though you can pick them up
through the game. As a rule of thumb, bigger weapons cost more power
to wield. On the same basis, deadly combos burn up much more power
than traditional directional attacks.
Since a hasty attack can be the end of
you, combat is all about patience in Severance. Humanoid
enemies are pretty clever and monsters are extremely brutal. You will
die a lot in the first levels before eventually "getting"
the ruthless flow of flurries, openings, and blockings. Except for
one or two bosses, the game remains hard but never becomes unfair.
Each type of foe is weaker against a category of weapons or a
specific attack than from another; therefore, experimentation is
advised. Rebel Act Studios also implemented a simple progression
system. Killing tough enemies eventually makes you level up,
garnering health and opening access to deadlier combos. Since you
need to murder your way through each level, being under-leveled never
happens.
Another factor to take into account is
equipment. Weapons directly affect your attack power (obviously) but
also your defense as well. The more dangerous a weapon is, the
harsher will be the penalty for using it. Besides, each weapon feels
and handles differently, shaping your combat style in a different
way. Therefore, it's always a good idea to keep more than one weapon
with you (up to a max of 4). Dodging and blocking are key elements to
master as well. By right-clicking, you can attempt to dodge an
incoming attack. The efficiency depends on the character and your
timing. Left-handed shields (equippable as Sargon and Naglfar) or
weapons can block, allowing you to stop an attack and very briefly
stun your opponent. Be warned that blocking will destroy shields &
weapons after several uses.
In a pure beat-them-all fashion,
various items can be used and picked up to allay your suffering.
Instant items take the form of small health potions and food while
stronger healing items can be stored in your inventory. Some foes
carry potions too and won't hesitate to use them in the middle of the
fight. Furniture can be picked up and thrown at enemies or used to
disarm traps. The bow is a special weapon used in first-person view.
It's clunky and not very powerful, but might dispatch unreachable
enemies.
Level-design is usually pretty
straight-forward. Gathering keys to reach new locations will be your
job most of the time. Strangely enough, the levels themselves tend to
be either completely straight-forward or labyrinthine. Level
selection lets you pick your destination, but in the long run isn't
relevant since all of them must be cleared. The rule changes in the
final part: once you retrieve the titular Blade of Darkness, you can
either proceed to the final level or go back to preceding ones. To
purify the sword (and to reach the true final level), you have to
locate six runes scattered through the game. Acute players will
already have acquired them, while others will have suffer by
replaying those levels which are now crowded with high-level
monsters.
Severance was praised by the
press upon its release for the quality of its lighting. The constant
play on light and dark and the use of torchlight sceneries are indeed
still impressive. The environments are gigantic, always giving an
impression of despair and loss. Starting in classic medieval fantasy
environments, the levels becomes more and more Arabic-inspired as you
progress toward the Temple of Ianna. The game's production was
extremely long and the textures and animations are a constant
reminder of its toll. Characters are blocky, and their animations are
crude at best. Codemasters' re-branded "Severance" title
highlights the most visual feature of the game. Severed arms fly,
characters are splattered in blood, and decapitated goblins keep
walking like headless chickens.
The audio in the game is interesting
but pretty sparse. Most of the sound effects consists of groans and
monster screeches. Once in a while, a short soundtrack is heard for a
brief moment before disappearing. Rebel Act was probably going for a
build-up of isolation but offering more of Oscar Aurajo's
tribal-infused orchestral soundtrack would've been preferred.
A multiplayer mode was conceived but
was unplayable at release. Originally a basic deathmatch mode, it was
completely revamped by a strong community. Mods are still being made
today, adding maps, skins or even mounts! The game's SDK was released
a few months after release but Severance was programmed in
COBOL, making coding unexpectedly hard for enthusiasts.
Blade of Darkness reached a cult
status in Spain, and its easy to see why. The combat, while
challenging, is extremely fun. The eerie ambiance plunges you into
the world it creates. The gore & grotesque deaths are merely the
icing on the cake. It aged much better than Treyarch's Die by the
Sword, another “innovative” PC Hack&Slash. Rebel Act Studios
opened in 1996 and Severance was released on February 2002.
The game itself sold well in Europe (for a PC beat-them-all) but
bombed in the United States. The lack of experience from the team and
the long and costly development are some of the reasons for the
studio's shut down, causing the cancellation of two follow-up
projects: an XBOX port called “Blade Forever” and a proper
sequel. Rebel Act Studios employees split into two studios: Mercury
Steam and Digital Legend, a mobile developer. Even with 10 years
separating them, Severance and Lords of Shadow share the same
concept artist, game designer, and composer.
Links: Blade of Darkness (GOG) : This version works pretty well on Windows 7/8. The Demise of Rebel Act Studio : A Spanish interview translated from the late fansite Blade Forever.
|

Severance : Blade of Darkness (PC) 
Severance : Blade of Darkness (PC) 
Severance : Blade of Darkness (PC) 
Severance : Blade of Darkness (PC) 
Severance : Blade of Darkness (PC) 
Severance : Blade of Darkness (PC) 
Severance : Blade of Darkness (PC) 
Severance : Blade of Darkness (PC) 
Severance : Blade of Darkness (PC)
|