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Wrath
Fighting games
are becoming more and more of a fixture in console gaming. There's a
little something for everyone these days, button-mashing affairs for the
uninitiated and those who just can't be bothered to learn complex
combinations, and the nitty-gritty brew-hahas where every single move
can be intricately combined for devastating effects. Now The Collective
is getting in on the action with Wrath for the XBox, but don't expect it
to be nothing but World Warriors and big-breasted brawling beauties
here, in this game players will control a variety of mythical beasts.
It's not just mindless monster bashing that will be required of players
in Wrath either, there are strategy elements that have been thrown in to
add some variety. In between battles players will have to maneuver their
beasts across an overworld map which has been divided into very
different realms, some areas are dominated by fire, while others are
covered in water, there are forests, valleys, and tall, rocky
mountaintops too. All of this will make players think over what
creatures they will take into battle against as they expand across the
map trying to occupy all of it. Taking a fire giant into a water realm
wouldn't make much
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sense, and it may be a good idea to take a griffon
into an area full of tall mountains. Wrath will make players think a
little harder about how they'll taking the beasts inhabiting the realm.
Admittedly it isn't the most prolific strategic feature, but it's a nice
break from the conventions of the fighting game genre.
Wrath is divided
into four different factions: Light Order, Light Chaos, Dark Order, and
Dark Chaos. At this point it's unknown just how much importance these
factions will hold, they could lend to storyline, or a code of ethics
similar to that in the Baldur's Gate games, or they could just be
glorified teams. It's one of those things that could really go either
way. On top of this the different beasts will have roots in the four
Aristotelian elements, Earth, Fire, Air, and Water. The beasts
themselves, as mentioned earlier, are all plucked from Western Mythology
with the likes of Golems, Harpies, Hydra, Unicorns, and so forth.
What's
interesting is the character design of these monsters as they depart
from the standard understanding of how they are expected to look.
Mythical beings like Pegasus and the Unicorn are by no means cute little
frolicking, happy, cuddly animals here, they're big, burly, and
bad-assed. As for the more imposing monsters like giants, golems, and
hydra, these things are looking like nothing short of juggernauts. I
haven't seen beasts with such devastating, bone crushing qualities in
some time. From early screenshots the game is looking quite
aesthetically pleasing on all fronts actually. The environments are
getting a lot of detail, each environment being elementally thematic
with fire and brimstone, or wet and watery. Surprisingly the overworld
map is looking quite elaborate. In the past such an aspect of a game
would look extremely stripped down, almost being an afterthought, but in
Wrath there is a lot more to please the eye on the map, quite surprising
indeed.
At this point Wrath is only a few months into development and anything
could happen as it continues to grow and evolve. There could be huge
sweeping changes or none at all, but whatever the case for the time
being it's a title with its feet firmly planted in "wait and
see" territory.