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Review of Untold Legends: Dark Kingdom on PlayStation 3

by Chucky Chucky photo Nov 2006
Cover image of Untold Legends: Dark Kingdom on PS3
Gamefings Score: 6/10
Platform: PS3 PS3 logo
Released: 17 Nov 2006
Genre: Action Role-playing
Developer: Sony Online Entertainment
Publisher: NA: Sony Online Entertainment; PAL: Electronic Arts

Introduction

Untold Legends: Dark Kingdom arrived on PS3 as one of the console's early adoptees, a launch-title fantasy romp that announced itself with the subtlety of a hammer to the face. Developed by Sony Online Entertainment and released in North America two days ahead of the hardware it was supposed to show off, Dark Kingdom is a dungeon-crawling action RPG that trades narrative subtlety for blunt, relentless button-mashing. The setup is serviceable: a band of elite knights returns to a homeland corrupted by dark magic, attempts to off the tyrant king, fails spectacularly, and spends the rest of the campaign on the run. It is fantasy as elevator pitch, which is useful when you want to know why you are smashing skeletons without having to listen to them explain their feelings. If you played a hack-and-slash on a console before the era of grinding, loot porn and postmodern irony, this will feel familiar. If you are new to this particular brand of therapeutic violence, Dark Kingdom offers three archetypes and a straight line from cave entrance to boss, with experience points sprinkled like breadcrumbs or, depending on the metaphor you prefer, like little glowing candy someone keeps stealing from you.

Gameplay

Dark Kingdom wears its influences on its shoulder pads and swings them like a club. The camera is third-person, the pace is brisk, and the core loop is uncomplicated: pick a class, run through linear dungeons, kill enemies, gain XP, level up, repeat. That simplicity is both the game's selling point and its modest crime. There are three playable characters to choose from, each described with the economy of a fantasy pamphlet. Golan Kor is the brute, a warrior who prefers the kind of tool that could also be used for landscaping - giant hammer/axe is the technical term. If you like clearing rooms and hearing things crack, Golan is your man. Malakesh is the mage: staff, spells and the satisfying sensation of numbers evaporating from enemy health bars at a distance. Zala is the scout, twin blades, nimble, and the one who will look cool dodging into camera-friendly poses while you pretend that positioning matters. Character differentiation is textbook: Golan trades magic for physical power, Malakesh sacrifices brawn for spells, and Zala sits in the middle with speed on her side. The combat itself is straightforward and serviceable. You chain attacks, use special abilities, and occasionally trigger a flourish that looks impressive enough for screenshots. Enemies drop colored orbs that restore health, essence and mana; this is the game's vending machine substitute. There are no merchants, no recurring NPCs to interrogate, and no hub towns to return to between missions. If you wanted to examine your inventory while sipping an in-universe latte, you will be disappointed. If you wanted minimal fuss and maximum dungeon, you will not be. The level design is more corridor than tapestry. Unlike its genre kin that offer hub towns as places to chew on lore and spend coin, Dark Kingdom opts for a linear progression with mission-to-mission flow. This keeps the action moving but also removes certain pleasures of the RPG experience: bartering, wandering, and that awkward conversation where the smith tells you that your sword smells like last Tuesday. Because there is no merchant, loot management feels less strategic and more like an ongoing parade of incremental upgrades. A shiny sword is satisfying for five minutes, then it is time to reach the next chest. Health and resource management are tied to enemy drops, which makes combat its own reward and its own necessary survival mechanic. You cannot rest at an inn or buy a potion between encounters; you must trust that the enemies will be generous enough to drop what you need. This creates a particular rhythm: either you feel perpetually on the back foot, scavenging for orbs, or you master the flow and feel smug. It is a design choice that rewards momentum and punishes pausing to think too hard. Co-op exists, because Sony believed that bad guys are less intimidating with a partner and that late-2006 gamers liked to do things together. Multiplayer in Dark Kingdom lets you share the blood-and-orb economy with friends, which is a reasonable party trick. The single-player experience, however, remains the focal point and is where the game's most noticeable limitations show. Without hubs or repeatable NPCs, the story is told in short bursts and in the pauses between encounters, never quite becoming the kind of sweeping epic you might expect from its box art. Leveling up is predictable: slay foes, earn XP, apply points, watch the numbers grow. This loop is comforting in the same way that microwaved pizza is comforting - you know exactly what you are getting and it does not pretend to be anything more. Skills and powers are serviceable rather than innovative; they make the combat varied enough to keep boredom at bay but rarely surprise. Boss fights provide a spike in challenge and spectacle, and you will find yourself learning patterns and adjusting tactics like any other decent dungeon crawler. Dark Kingdom keeps things moving by stripping away some traditional RPG accouterments. This leads to a lean, almost puritanical gameplay experience: fewer features, fewer distractions, more time spent doing the one thing the game does best - fighting. That approach will please players who value immediacy and simplicity and frustrate those who want depth and social texture. If you are the sort of player who likes your RPG with a side of dialogue trees and long-term economies, prepare to feel slightly cheated. If you prefer your RPG like a strong cup of coffee - no sugar, no cream, just a hot jolt - Dark Kingdom pours it without asking if you want milk.

Graphics

As a PS3 launch title, Dark Kingdom carries the visual hallmarks of early-gen ambition: moments of competent environment work, leaning heavily on moody lighting and dramatic set pieces to create atmosphere. The promotional appearances at E3 2006 promised dark fantasy grandeur, and the game mostly delivers the kind of gothic architecture and cavernous halls you expect from a title with 'dark' and 'kingdom' in the name. Character models and animations are adequate; they do not embarrass the hardware, but neither are they the sort of thing that will make you pause and reconsider your life choices. Textures and effects are used to create a sense of weight - your hammer looks heavy and your spells look flashy - but there are scenes where the fidelity dips into what can only be called 'early PS3 charm'. Loading and streaming are handled well enough that you rarely break immersion, and the color palette favors brooding tones broken up by the occasional bright spell or loot glow. The game's visuals do the job: they set the mood, they help sell the combat, and they never pretend to be the main attraction. For those who bought a PS3 hoping every launch game would be a next-gen revelation, Dark Kingdom is honest. It looks like it tried, did an adequate job, and then went back to work.

Conclusion

Untold Legends: Dark Kingdom is a competent dungeon crawler with a stripped-down philosophy: remove the fluff, keep the fights. That design choice will be a feature or a bug depending on what you want out of a fantasy RPG. Critics were split on this approach, reflected in a Metacritic aggregate in the high 50s and a spread of individual scores - from Game Informer's relatively enthusiastic 8.25 to several outlets more inclined toward moral ambivalence. The combat loop is enjoyable enough, the three classes are archetypal and effective, and the absence of merchants and hubs gives the game a leaner feel than many of its contemporaries. Where Dark Kingdom stumbles is ambition. It wants to be immediate and punchy, but in sacrificing world-building and economic systems it sometimes trades personality for momentum. The story works as functional motivation but rarely moves beyond being a competent backdrop for beating things to death. If that sounds like an indictment, then understand it as a clarification: Dark Kingdom knows what kind of game it is, and it mostly succeeds at being that game. Recommendation time: pick this up if you want a straightforward action RPG that prioritizes combat and pace over complexity. Avoid it if you crave deep NPC-driven narratives, detailed economies, or the illusion of a living kingdom to save. For the price of a PS3 launch curiosity or a nostalgic replay, Untold Legends: Dark Kingdom is a decent way to spend an evening smashing monsters and accruing orbs. It will not change the genre, but it will deliver a predictable and sometimes satisfying hour-by-hour fantasy workout. If you like your RPG honest, unadorned and slightly grim, this will do the job - and it will not apologize for doing so.

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