skrutop's Arx Fatalis (Xbox) review  I have seen the future,
caves.  You know what the best part of Morrowind was? The caves.
Just ask Arkane Studios' CEO Raphaël Colantonio (umlauts are the
new goatee, though Raphael has both). Early on in designing Arx
Fatalis, he realized that nobody wants to traipse about a large,
open world filled with a variety of races, creatures, mountains,
and trees. No, no, they want to wade through caves, stabbing a
dozen-or-so generic types of enemies for hours on end, with none
of that pesky variety to get in the way. Of course, that didn't
keep him from totally ripping off every other aspect of
Morrowind, but at least he stuck with the whole "caves" idea.
But why stop at ripping off an excellent first-person RPG, when
you can also include a totally clichéd plot to go along with it?
Whereas shlock literature leans on the opening phrase, "It was a
dark and stormy night," to warn the reader that they're about to
ingest a totally derivative plot, crappy videogames usually wave
the