FANTASY STEINBECK
At the heart of Of Orcs and Men is the dynamic duo featured on the
game's cover. The orc Arkail looks like he's one insult away from roaring,
"Hulk smash!", while the goblin Styx seems one gold ring away from hissing,
"My precious!" Together, they do everything they can to breathe life into an
incredibly narrow and repetitive experience—a strange hybrid that somehow
combines the worst aspects of RPGs and corridor shooters.
They fight their way through a story of rebellion against slavery and racial
persecution. The humans—known as "khwarsan" in the orc tongue—have invaded
the orcs' homeland in a campaign to exterminate every "greenskin" and colonize
their territory. Those who aren't slaughtered are forced into the mines as
slaves or made to fight one another in gladiatorial arenas.
The premise evokes Spartacus, and it's genuinely engaging. The dialogue
is well written, and the two protagonists bring a contagious sense of
conviction to their roles, despite stiffly animated cutscenes and occasionally
questionable voice acting.
Cyanide's fantasy world of Iseria isn't fully fleshed out, but there
are seeds of something compelling here. Goblins are treated more like vermin
than intelligent beings—Styx is, in fact, the only one capable of speech and
reason. Orcs aren't portrayed as inherently evil, while humans come across as
easily corrupted chauvinists. Individuals from different races unite
politically in a rebellion against a tyrannical empire.
The foundations are there for a rich, nuanced universe in the vein of
The Witcher.
Unfortunately, the gameplay doesn't fare nearly as well.
Barely an hour into the roughly fifteen-hour campaign, fatigue starts to set
in. Corridor after corridor filled with combat. Fight after fight after fight,
and none of it offers any meaningful variety—at least not on Normal
difficulty—no matter how hard I try to spice things up by experimenting with
different abilities.
This hybrid of real-time and pause-and-command combat manages to bring out the
worst of both systems. Every encounter boils down to a battle of health bars—yours versus the enemy's—while you mostly sit back and watch. There's no
meaningful movement, no dodging, no parrying—virtually no demand for player
skill whatsoever. Your only real task is to find ways to deplete the enemy's
health faster than they deplete yours.
Arkail—the infamous Bloodjaw orc—is built like a brick wall. He charges
headlong into battle, soaks up damage, and swings his axe with reckless
abandon. His rage builds toward a full berserker frenzy, where he loses all
self-control. At that point, he'll even turn on Styx.
The diminutive goblin, meanwhile, prefers to stay in the shadows, throwing
knives or slipping behind enemies for deadly backstabs. His signature ability
lets him become nearly invisible and carry out stealth assassinations. In
certain scenarios, you can thin out enemy forces before combat begins, but the
mechanic is so clumsy and unreliable that you're often spotted anyway and
immediately surrounded.
There isn't much more to it than that. On Normal difficulty, most battles
practically play themselves. You queue up commands and then watch your
characters attempt to carry them out, governed by hidden dice rolls. At best,
you might reposition your party or taunt an enemy into attacking the tougher
character while your companion is in trouble. Otherwise, combat feels almost
entirely non-interactive.
The dual-protagonist setup should have been perfect for teamwork, yet there
are surprisingly few opportunities for meaningful cooperation. The only
legitimate offensive combo is Arkail hurling Styx straight into the enemy
with bone-crushing force. Beyond that, your cooperative options are mostly
limited to modest healing and reviving one another.
In other words, the two characters fight side by side, but rarely together. A
rudimentary RPG system with attributes, abilities, and upgradable equipment
tries to freshen things up with new options, but very few of them make much of
a difference.
The only moments that offer any real challenge are those where the story
forces one of the protagonists to fend for themselves. Unfortunately, that
challenge often stems from poor design rather than thoughtful difficulty -
situations the game never properly prepares you for. The worst example comes
at the end of Chapter Four, when Styx is thrown into a hopeless two-on-one
encounter - the game's equivalent of Dark Souls' Ornstein and Smough. I
died over and over again, each attempt forcing me to impatiently click through
the same lengthy dialogue before I could try again.
The level design is even worse—it borders on shockingly linear. You spend the
entire game squeezing your way through narrow ravines, oppressive catacombs,
and cramped city streets. There's virtually nothing to explore. A few short
detours lead to treasure chests containing equipment that's largely
worthless—at least until you're eventually able to upgrade it.
Why are we even controlling the characters in the first place? It's little
more than running down one corridor after another. The environments feel
lifeless, like static backdrops rather than living worlds. Everything is made
of stone, wood, and dirt, buried beneath dreary shades of dark grey and muddy
brown. Even when the story is compelling—and it often is—the uninspired
environmental design hangs over the experience like a wet blanket. Things
improve somewhat toward the end, with a handful of sweeping vistas overlooking
snow-capped mountains, but it's too little, too late.
Even so, I got a great deal of enjoyment out of the characters and their
chemistry—especially Styx. I laughed out loud more than once at his cynical
wit, particularly during one bizarre conversation he has with the corpse of
one of his victims. He resembles the Joker from DC Comics, albeit with a
poorly concealed compassionate streak; beneath the biting sarcasm, his
principles continually shine through.
So yes, there are things to like here. Unfortunately, the stiff, repetitive
gameplay ultimately outweighs those strengths, dragging the entire experience
down into overwhelming monotony.
At times, the game feels unfinished, as though certain mechanics were cut due
to time constraints. It's not particularly stable, either. Time and again, the
companion I wasn't controlling would fall behind. I'd run back only to
discover they'd become stuck on the environment, requiring my help to break
free. And yes, with a little assistance, they always could.
The game itself, however, never escapes its own claustrophobic simplicity. The
story and characters carried me all the way to the ending. But nothing could
make the actual gameplay—or rather, its complete lack of meaningful
interactivity—fun.








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