You'll also happen upon barely living people who have been trapped in a torture device which can be dealt with the same way. You then have the option of curing them or eating them, both choices helpfully labeled as being either good or evil. In each level you will happen upon a poor soul who has been tainted with vampiric blood. ![]() Speaking of poorly thought out gameplay features, Darkwatch has a "morality" feature built into acquiring new spells, but to call it that almost removes all meaning from the word. Those arenas are also filled with way more enemies than they honestly should, another symptom of not having enough assets to pad out the already short (low side of four hours, including cut-scenes, loading, and retrys) playtime. Most of the combat in Darkwatch, on the other hand, comes in the form of locked down arenas, so the best strategy is always to find a cubby to hide in and take pot shots when your shield is full. Halo is about advancing and retreating, always pushing to gain ground. The damage shield and quick select grenades both come directly from Halo, but High Moon Studios didn't get why Halo had those in the first place. Of course what remains in the game doesn't exactly come off smelling like roses either. I shouldn't be so hard on an FPS for botching its story like this, but it really shows how they had to cobble the game together from what they had finished at the zero hour. The endgame is, at once, completely obvious and totally unexpected, showing up at least an act too soon. The game offers plenty of pretty overt hints that there is more going on with the Darkwatch than first appears, and none of it is ever followed up on. Never mind the jumps and skips the story goes through. Of course sunlight only appears in a single mission. Jericho will lose his vampiric damage shield and abilities if caught in sunlight. ![]() A steamwork dune buggy with attached gattling guns shows up in one, and only one, mission. Jericho creates for himself a vampiric horse in the intro that is then used in a single gameplay section and a cutscene. It's not a published beta, but the signs that they had to push this out way before its time are everywhere. The powers Jericho acquires throughout the game are all entertaining in their own right, like supercharging his melee attacks or turning enemies on each other, but realistically the powers function only as a panic button to hit when you're in a bad situation, and each works as well as any other to get you back out. ![]() Bazookas, scoped rifles, and pistols with magazines twenty rounds deep are scattered throughout every level, and the weapons fill out the various roles that FPS weapons should. A winchester rifle may have won the west, but it wouldn't put a dent in the hordes of undead Jericho has to contend with. The guns too have a nice visual design to them, unsuited as they may be to the period. The aesthetic of a supernatural 19th century frontier land is both appealing and fairly well pulled off, aside from the overabundance of skintight black leather. Play a cowboy vampire with magic powers while fighting an army of the undead? Sign me the hell up. ![]() Darkwatch certainly sounds like an entertaining enough experience if you take it at its bullet points.
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