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Yet Arx is much (much!) more involved and complex than games in either of these genres. The weakest component of Arx, the interface, includes a quest log, map, book of magic, and diary. Each of these has significant limitations of design, which are as likely to intrude on gameplay execution as to enable smoother play. Indeed, much like Gothic of a couple of years ago, management of keyboard, mouse, map and more requires adaptation 123 to an unfamiliar interface, 123 with a high learning curve (at least for 123 this player). An otherwise compelling game becomes flawed, seriously at times, by this intrinsic level of difficulty. For example, the much touted Black & Whitelike spell casting system is a cumbersome affair, using runes for creative combinations. Although looking good on paper, so to speak, as a nice feature, the actual implementation, in the heat of battle, reminds this player of why I don't like flight sims!
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