Taking after the first Immersive Sim, it’s a real-time first-person dungeon crawler RPG with the goal of allowing the player to interact with the world through simulated systems that afford them the freedom to solve problems using real-world logic. The first thing to understand about Arx Fatalis is what it’s setting out to do. Here I’ll be detailing my experience with the game and going over what I think it does well and what I think could be improved – I still have many criticisms of the game despite my glowing praise. The game took me 40 hours to complete, which I managed to do in only 8 days owing to the itch I felt to play it from the moment I’d wake up to the moment I’d lay my head on my pillow. I had heard good things about the title, and I have an established preference for the second wave of ImSims (Deus Ex, System Shock 2, Thief Gold), but nothing could have prepared me for how engrossed I became in the world of Arx and how much it consumed my thoughts over the last week. I make note of all of this because Arx Fatalis is my favorite of Arkane’s work to date. It’s safe to say I’m a general fan of Arkane’s output, as well as the broader design lineage that’s inspired them over the years. My first exposure to Arkane Studios was with their 2012 title Dishonored which I rather liked at the time, and I’ve since played and replayed Prey (2017) and its 2018 Mooncrash expansion, culminating in my producing an extensive balance modification for the former with similar plans for the latter to come soon. Released in 2002, it is an Immersive Sim RPG designed as a spiritual successor to the first game developed by the illustrious Looking Glass Studios (then Blue Sky Productions), Ultima Underworld, which I played in 2018. I just completed Arx Fatalis, the first game developed by Arkane Studios.
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