Review

Absolver Review

  • First Released Aug 29, 2017
    released
  • PC

Martial artistry.

There's no other game quite like Absolver. Parisian indie developer, Sloclap, has defined it as an online melee action game, which is appropriate but doesn't quite tell the whole story. Dig a little deeper and you'll uncover an intriguing marriage between 3D fighting games, deck builders, and online open-world RPGs, with a broad spectrum of influences ranging from Tekken, to Dark Souls, God Hand, and even Journey. It's a curious transmogrification of contrasting genres, yet it's Absolver's third-person brawling, and the unique Combat Deck, that form the game's beating heart.

Your journey in Absolver begins when you arrive in the collapsed empire of Adal. Despite its modest size, this once thriving civilization is impressively varied. Whether it's the vibrant colours of the verdant Hunter's Path, the orange hues cast by the setting sun at Bird Callers Outpost, or the muted tinge that envelops the swamplands of the Forgotten Temple. Its cities and townships, too, are refreshingly diverse: the architecture is inspired by ancient cultures like the Vikings and Greeks, with large wooden halls sitting in stark contrast to the opulent white marble of the Tower of Adal. The clean, delightful simplicity of Absolver's art design--and its use of eye-catching colour--establishes cohesion between these distinct locales that gives Adal a crucial sense of place.

Yet the beauty of Absolver's lush greenery and glistening waterfalls belies the weary souls left behind in Adal's crumbling ruins. These solemn warriors failed on their search for absolution, and you'll hope not to succumb to the same fate.

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[Absolver has] an unparalleled combat system that's immensely deep and provides a wonderful sense of ownership over your character

As a fresh-faced Prospect, your goal in Absolver is simple: defeat a series of mini-bosses known as the Marked Ones to gain entry into the Tower of Adal. Once there, you must fight your way to its summit, and face off against one final boss to prove your worth and earn the right to join the vaunted ranks of the Absolvers. This expedition isn't quite as straightforward as it sounds, of course, especially with so many battle-hardened warriors standing in your way. But the story in Absolver doesn't stretch itself much beyond this singular quest. There are some sprinklings of lore imparted by the few friendly NPCs you encounter on your travels, but the narrative is relatively minimalist. In truth, Absolver's tales will permeate from those who play it, manifested in the fighting styles they build themselves.

You see, combat in Absolver is fully customisable. As you explore the open-world of Adal, you'll wander into skirmishes and accrue attribute points that can be spent on levelling up familiar stats like strength, dexterity, vitality, and so on. As you engage in combat, however, you'll also gradually learn new moves by blocking, dodging, or parrying unknown attacks from your opponents. You start off with only a handful of moves, but there are 180 in total, and the only way to learn them all is by fighting enemies and other players that use them, or by joining a school where a highly ranked player can take you under their tutelage. It's a curious system that in some ways apes real life, as you learn new techniques simply by observing others. It also guarantees that even if you're fighting with no real objective in mind, there's a high chance you're going to make some progress towards unlocking new moves that can then be incorporated into your ever-growing arsenal.

This assortment of moves is displayed in Absolver's Combat Deck. Although you pick a fighting style at the game's outset that comes complete with its own defensive maneuvers and preset combos, you can go into the Combat Deck at any time and build your own moveset to completely alter the way you fight. In practice, there are four different combat stances that represent your orientation relative to your opponent: front left, front right, back left, and back right. Each move begins and ends in one of these stances, so if you map out a sequence of moves correctly, you can chain together long strings of combinations that elegantly flow from one stance to the next. You might begin a combo in the front left stance, throwing a couple of quick jabs that end in a guardbreaking palm strike and shift into the bottom right stance, enabling you to unleash a flurry of powerful kicks on a staggered foe. With various properties applied to some moves, and power, range, and speed benefits to consider, there's a lot to sink your teeth into. It's an unparalleled combat system that's immensely deep and provides a wonderful sense of ownership over your character.

There's a rhythmic beauty to the way the action flows that's entirely predicated on your timing. Button mashing is out of the question here; this is a graceful dance to the death, with thunderous uppercuts and balletic roundhouse kicks taking the place of pirouettes and allegros. When you perfect the timing of a sequence, it almost feels too good to be true, like you're part of an elaborately choreographed fight scene. You start mixing in deceptive feints to throw off your opponent's timing before striking back with brutal counter-attacks, and using dodges or parries to swiftly keep out of harm's way, while always being mindful of an ever-depleting stamina bar that governs every action. There's a palpable sense of weight to each sundering blow, too, so it feels satisfying when a forceful attack connects with a bone-shattering impact. Not to mention how rewarding it feels to put away an opponent with a sequence of attacks that's wholly your own.

And that last point is especially pertinent when it comes to fighting other players. Going mano-a-mano in competitive 1v1 duels regularly conjures Absolver's most thrilling moments. The combat really springs to life when you're staring down another player, wondering what surprises they have lurking within their Combat Deck. And it's here where Absolver most closely resembles a traditional fighting game. Matches are decided by whoever's first to three wins, with bespoke battle arenas disconnecting these brawls from the open-world. There's an exciting back-and-forth to these encounters as you get a feel for one another's movesets. And the dynamic of the fight often evolves over time, as you attempt to get a handle on your opponent's strategies and look for ways to counteract them or fail in the process. It's engaging stuff, but there is a downside.

While the combat in Absolver is predominantly fought hand-to-hand, weapons do make occasional appearances. Their inclusion in these 1v1 duels, however temporary, is unfortunate, as they feel overpowered and can hastily flip the landscape of a fight on its head. There's a risk and reward aspect at play, as weapons can be dropped and snatched up by your opponent, but at launch, a player brandishing a sword doesn't seem particularly balanced, and diminishes some of the enjoyment of these otherwise tense bouts.

No Caption Provided

The clean, delightful simplicity of Absolver's art design--and its use of eye-catching colour--establishes cohesion between these distinct locales that gives Adal a crucial sense of place.

Elsewhere, the rest of Absolver's multiplayer is seamless, with up to three players able to passively enter your game at any given time. You can choose to ignore them (and Absolver can be played offline), team up for cooperative PvE, or fight against each other in friendly sparring sessions. There's no real punishment for dying, which grants any player-on-player fisticuffs an air of lightheartedness. And with no text or voice chat to dilute the experience, it's easy to develop an unspoken bond with those you meet on your travels.

Cooperative play is spoiled somewhat by the messy nature of Absolver's multi-person brawls, however. When you're in a group, most fights are trivialised as you simply gank your targets into submission. And when you're on your own, their chaotic and defensive nature is a disappointing far cry from the finesse and purity of its one-on-one battles.

Absolver has a few problems, then, yet they're not impactful enough to take away from its unique strengths. There's a significant challenge involved in learning Absolver's combat intricacies, but it's the kind of struggle that rarely frustrates. Defeat is part and parcel of the experience, but your demise always teaches you something new that you can take with you into the next battle--and Absolver's deep, nuanced combat always finds ways of enticing you back for one more fight.

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The Good

  • Incredibly rewarding combat
  • Deep customisation lets you create a fighter that's wholly your own
  • Beautiful and varied art design
  • Mix of lighthearted and tense multiplayer

The Bad

  • Weapons feel overpowered in 1v1 duels
  • Multi-person brawls are messy

About the Author

Richard spent over 15 hours with Absolver, and is currently trying to rank up enough to open his own fighting school. GameSpot was provided with a complimentary copy of the game for the purpose of this review.
66 Comments  RefreshSorted By 
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adamus

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people saying it doesn't deserve an 8 clearly don't understand the fighting mechanics in this game. comeback when you have the skill needed to play it. ill be in the combat trials having some truly epic fights. fyi no one even bothers to use weapons in pvp, i have played many battles and had about 3 people pull a sword, even if they do all you need is good defence and timing to counter. the game requires a lot of skill to be good the weak will fall and abandon hope and cry in comments section.

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off3nc3

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The most underwhelming fighting game ever made.

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Arguyle

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The concept is nice, but looks boring. I mean you're not going to recreate your favorite martial art movie here.

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Pelezinho777

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Game has potential, but it need more content.

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dashaka

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Edited By dashaka

Fighting, of all genres, and you release it exclusively on PC? That's a death sentence IMO. We'll see though.

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jflkdjs

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@dashaka: It's also on PS4.

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dashaka

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Edited By dashaka

@jflkdjs: Ah I only saw "PC", I guess that just means they only reviewed it for PC. Good to know, will definitely check it out on PS4, thanks!

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Cappy

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Edited By Cappy

Wow, big surprise for me. Picked up last night and could not put it down. Totally hooked on the conbat. Reviewer nailed it: When you string together a series of attacks, blocks and dodges it feels like magic. It is easily the best fighting game I've ever played, what I wanted for honor to be. Where it accels:

- The pacing and controls are such that you can dodge and block very well.

- i like dark souls combat but would rather it be less about memorization and more reading moves in the moment. Here, it is all about the latter because you never know what move set someone will have. AND you can improvise and react in the moment.

- you gain moves slowly, but even with just a few there are a lot of strategic options. much more than just heavy and light attacks, how they flow together is really important.

BUT, if you don't adore the combat, the game will fall completely flat, there is no other draw that I can see. So this is a PERFECT oppirtunity to use Steam's return policy. Try it out, give it a good chance until you really get the combat (don't make mistake to think its a street fighter game) and just return if you don't like.

5 • 
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chakan2

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8 is very generous. I picked it up for an hour, and refunded it. The combat is like something out of a 90's beat 'em up, with the difficulty of dark souls. It's really drab boring combat. Punch, punch, dodge (if you're lucky). The controls just aren't very responsive, even with a wired controller.

If you've got several hours to devote to picking up a few new moves, maybe it gets better, but I've got other things to do.

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adamus

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@chakan2: no way it takes seven hours for one move. you can learn new fighting moves in 10 15 mins if you go offline find the npc that has the moves you want then use your fighting styles right analog stick deff to learn quicker instead of just blocking.

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itchyflop

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looks interesting and with some depth.

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videogameninja

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Edited By videogameninja

Sloclap (wait for it… -golf glap-.) should definitely be commended for what they have achieved. While it sounds like it is far from a perfect game it sounds like it is a step up from the usual indie game that comes onto the scene. It’s concept also sounds (-Stop saying sounds, Ninja!-) unique for the indie realm; one dominated by countless walking simulators or other gimmicky games (-gimmick, Ninja? Like………… YOU!-).

I know this started out as the “Dark Souls fighter” but it sounds (-Ninja... ughh.-) like it has come into its own. While more than likely not in the same realm as that franchise it has nonetheless taken certain concepts from From’s masterpiece (From From, Ninja?) and made it its own.

For those out there that love customization features in their games it sounds (-AAARRGGHH!!!-) like this might be right up their alley but I can’t help but wonder if its categorization of game genre may actually detract rather than attract interest in it. I’m not sure people who are fighting game fans may gravitate towards something that doesn’t give off the impression it is a “serious” fighter while those hoping for more of a Dark souls/For Honor experience may be put off by the focus on hand to hand fighting and combat.

Regardless of what happens I think at the end of the day it will find its audience and once again I think some level of appreciation should be in order for a developer going out on a limb and taking a chance.

.......... sounds.

-NO THESAURUS NINJA APPROVED-

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Cherub1000

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Well it certainly looks different I suppose. I'm pretty keen to check it out but I've got more faith in the comments than the review. I'd only ever play it in offline mode i expect. Is it any good or really not worth bothering with?

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Cappy

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@cherub1000: I picked it up and so far really like it. I think both the review and the comments are correct, though the review is far more accomodating to different tastes. I looove the combat personally and, surprisingly, will likely play it for a long while just for that. The review nailed it when it said, when you string together a series of attacks, didges and blocks it really feels like magic. BUT it is just this one thing really: fighting different enemies to slowly learn their moves. You do pickup armor along the way. There are arenas and things for PVP.

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Cherub1000

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@cappy: thanks for the reply. So could I play it totally offline and just fight npc opponents I guess?

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Cappy

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@cherub1000: my pleasure. I played all offline I'll last night for about three hours and got to about a bit less that 1/2 the map. Not sure what happens when you do all of it.

Keep in mind if the challenge doesn't keep increasing then I think the game would be pretty done unless you went PVP. So, my advice: be sure to get on Steam and return it in time if you don't think it's worth it.

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DanishSquare

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if you live in australia, don't buy this game, is unplayable in current state, fu sloclap

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Renegade_Garrus

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Edited By Renegade_Garrus

So shitty graphics that look like game from 25 years ago are now called "Beautiful and varied art design"? and its a plus? lol. This sort of pseudo-intellectual hipster crap is a blight on gaming. It's not some abstract nonsense like "art design" its just bad graphics on a low budget B rate game, just sayn.

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Cappy

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@Renegade_Garrus: Actually, i think it looks really cool and much prefer for this game over a more high resolution, realistic look. Different tastes.

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IanNottinghamX

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@Renegade_Garrus: Art style and Graphics are 2 totally different things. Shows how ignorant you are.

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Renegade_Garrus

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Edited By Renegade_Garrus

@IanNottinghamX:

Actually the graphics would be part of the art style they are not "2 totally different things." This particular art style I believe is called low budget. What is ignorant is people like you who pretend these B rate indie titles is avant-garde when it's really just mediocrity.

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IanNottinghamX

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@Renegade_Garrus: Yea sure if you are a small studio it would only be common sense to make what is in your budget to make. What? You want a 5 man team to attempt to do photo realistic graphics and deliver shit framerate? All art style is is textures, Thats why I dont see your point you are just talking to talk and not making sense. you dont know wtf you're talking about.

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Renegade_Garrus

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@IanNottinghamX:

So now you are transitioning from defending it as "art style" to defending it because it had a small team of developers making it. Which one is excuse?

Just saying in my post bad graphics is not a plus in games, mediocrity is just that, mediocre. Games are shitty enough these days with the "professional reviews" praising underachievement.

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IanNottinghamX

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@Renegade_Garrus: "So now you are transitioning from defending it as "art style" to defending it because it had a small team of developers making it. Which one is excuse?"

No idiot. Im saying the facts and reality on what youre talking about. Thought I was dealing with a rational person on some level but youve fully shown me you are a moron. A small team cant produce Horizon Zero Dawn types of games. Its common sense. think about it.

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muzza93

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@Renegade_Garrus: pull your head in mate, graphics look great

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LiveDreamPlay

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@Renegade_Garrus: So anything that's not taking the usual realistic look should instantly be punished for bad graphics? The question of art work and design should fly out the window?

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GoodGamesGuy

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Weird how there's no mention of the For Honor similarities.

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Cappy

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Edited By Cappy

@goodgamesguy: Good point. This is actually what I had hoped For Honor fighting would be. I never got into For Honor after playing for about 2 hours. This grabbed my immediately. I think it's the combo of allowing such creativity AND improvised attack and defend without relying on memorization of enemy moves.

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DEVILTAZ35

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Oh online , nothing to see then.

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DrYuya

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Whats with the womens clothes? They dress like men...what happened to the Mai Shiranui and DOA girls kind of ninja clothes?

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Cappy

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Edited By Cappy

@DrYuya: I know you are being funny but... Women dress in many different ways. Personally I like both, depending on the game, so glad to see a different option rather than boobalicious all the time.

The tone of game is serious and mystical. Over the top sex m, whether that be man bulges and bare muscle chests or boobs presented on a platter, would obviously kill it.

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wrngsurgeon

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@DrYuya: they look badass.

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DrYuya

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@wrngsurgeon: If they're women they don't typically need to bother w/ being badass, they generally speaking are better off just skipping straight to sexy attire.

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deactivated-60c3d23d2738e

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Oh PC, winning all the wars.

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streetmagik

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@sleepnsurf: I got it on PS4

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LiveDreamPlay

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@streetmagik: Shhhh, don't ruin his delusional pride.

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Cappy

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Love the concepts of learning and customizing, can't wait to try! Hesitant because of the lack of single player Ayer content though.

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HardCore_PC_Gmr

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Dear Developers,

Please bring VR support to the game (3rd person view is also great for VR gaming).

Thank you.

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MagnusOpus

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Am loving this game so far, but have only played offline. Devolver/Slocap, you say that the focus is multiplayer, yet the servers here in oz are abysmal, and getting attacked by invisible players the game does not let you target is a big put off. After third instance of this happening I almost uninstalled. Luckily the offline portion works fine, but needs more content. That and/or get your server situation sorted asap otherwise the community will die quick.....

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Hurvl

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I'll get it for the singleplayer portion, lol.

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Cappy

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Edited By Cappy

@Hurvl: i did too, and was ready to just consider it a lost cost because of the comments here BUT, am loving it so far. Best melee combat I have played. I will likely end up playingntuis fir a long time, even in single player, as long as the challenge keeps going up. BUT it is very samey, somif youmdon't love it, you might drop it quick.

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Hurvl

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Edited By Hurvl

@cappy: Thanks for telling me. I'm still waiting for a game that is just half as fun and replayable as Dark Messiah. I can replay the same enemy encounter dozens of times without tiring.

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