Severance: Blade of Darkness | |
---|---|
Developer(s) | Rebel Act Studios |
Publisher(s) | Codemasters[1] |
Director(s) | Xavier Carrillo Costa |
Designer(s) | José Luis Vaello Bertol |
Programmer(s) | Ángel Cuñado Pérez |
Artist(s) | José Luis Vaello Bertol |
Composer(s) | Óscar Araujo |
Platform(s) | Microsoft Windows |
Release |
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Genre(s) | Action-adventure, hack and slash |
Mode(s) | Single-player, multiplayer |
Severance: Blade of Darkness[a] is an action-adventure game developed by Rebel Act Studios and published by Codemasters. Name that movie emoji game. The game was released in North America and Europe for Microsoft Windows in February 2001, receiving generally favorable reception.
- 1Synopsis
Synopsis[edit]
Setting[edit]
The individual levels of the game bear a resemblance to diverse environments from the Middle East, Europe, Africa and South America under fictitious names or names with slightly changed spelling.
Plot[edit]
The Lord created Chaos and divided it into two parts, the Light and the Darkness. He gave to them life and thought, and so were born the Spirit of Light and the Prince of Darkness. But the Prince held the unspoken desire of supplanting his Father. He learned the secret language of Creation and tried to create a new being. But the newborn would not accept the commands of the Prince of Darkness, and growing stronger, took part of his own essence and created terrible monsters and demons. The Lord and the Prince of Light tried to stop it, and they waged a great war. Gradually, the being was weakened and finally defeated, but after this, the Father was exhausted and withdrew into the depths of the Universe.
The younger gods, proud of the victory, completed the creations of their father, giving shape to the Sun, the Moon and the Earth. However, the Prince of Darkness attempted to corrupt the souls of the fledgling race of man, amidst the confusion of a new war incited by dark creatures of his own creation. The Earth was in a moment of extreme danger, so one of the younger daughters, Ianna, cast a powerful spell that expelled the gods from their dwelling place and kept the Earth closed to them. The Spirit of the Light went to the Sun and from there protected the Earth during the day. Ianna went to the Moon, to protect it during the night. Thus began the cycle of Day and Night, and a new age of balance was born over the Earth. But all of the gods' creations remained, leaving mankind to contend alone against the diabolical fiends.
The struggle continued for many years until a young hero emerged to defy the Darkness. He was chosen by Ianna to wield the Sacred Sword and fought the Evil in its own lair. The Darkness was defeated, but the hero was mortally wounded, and his friends buried him with his Sword in the Temple of Ianna. After that, they hid four magical gems, which unlock his tomb, where the sword is kept.[2]
But all that was long ago. Now, something strange is happening. The signals are clear. Foul creatures are awakening from their dormancy and spreading terror and destruction. The Darkness has returned, and the end is near. A new hero is needed, a chosen one who will wield the Sword, and destroy the Enemy forever.[3]
This 'evil blade' in the game title is in fact, the 'Sword of Light' when it is possessed by the forces of darkness (as shown in the intro video). It is liberated and becomes the Sword of Light when the hero comes and imbues it with the six magical runes.
Characters[edit]
Severance has an immediately recognizable fantasy premise with swords, sorcery and the like. It features four playable characters: Tukaram, a barbarian; Naglfar, a dwarf; Sargon, a knight; and Zoe, an amazon. Each character starts on a different map, has different preferences and selection of weapons, and has different strengths and weaknesses in terms of power, agility, and defence and, most importantly, different sets of combos or moves.[4]
Gameplay[edit]
The four characters start their adventure at different locations but eventually go along the same route. The ultimate goal of the game is to obtain Ianna's Sword, kill the evil necromancer Dal Gurak and then descend into the Abyss for the final confrontation with the Chaos Child. This final skirmish is only accessible to players who have collected all of the runes from the previous levels which collectively empower Ianna's sword with the goddess' blessing. To achieve the magical sword the players have to make sure they have collected six well-hidden magical runic tablets before entering Dal Gurak's tower. The six runes speak about the time of creation (similar to ancient Zoroastrian myths). In addition to the runes, murals and memorials also shed some light on the events preceding the main storyline. The short cutscenes between levels also provide brief insights into the plot.
As the player progresses through the game, experience points are earned, which enables them to increase in level and gain new special attacks and abilities which are executed via combinations of buttons and direction keys, much like a beat-em-up game. Some of these special attacks are weapon-specific and can deal huge amounts of damage or hit multiple foes at one time. The game features a relatively advanced dismemberment system. Once severed, body parts from enemies can be picked up and used as weapons.
The game was shipped with a level editor, which enabled fans to create custom levels and modifications to the game.
Development[edit]
According to lead designer Jose Luis Vaello, the initial concept for Severance was to make a game that borrowed from 'sword and sorcery movies like Conan the Barbarian and .. mythical literature like The Lord of the Rings.'[5]
Reception[edit]
Reception | ||||||||||||||||||||||||||||||||
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The game received 'generally favorable' reception, according to review aggregatorMetacritic.[4] While Severance reached global sales above 300,000 units, it fell below Rebel Act's expectations.[17] It was unsuccessful in the United States and in Spain, selling below 20,000 units in the latter country despite high anticipation.[18]
All in one computers with solid state hard drives. The 2TB hard drive provides plenty of long-term storage for games and media, and the 240GB solid-state drive boots the system quickly. This CyberPowerPC gaming computer has an Intel Core i7 processor and 16GB of DDR4 RAM for running multiple programs simultaneously. Items 1 - 13 of 13 - Samsung - Notebook 9 Pro - 15” Touch-Screen Laptop – Intel Core i7 – 16GB Memory – AMD Radeon 540 – 256GB Solid State Drive - Titan. Acer Predator Helios 300 Gaming Laptop PC, 15.6' FHD IPS w/ 144Hz Refresh, Intel i7-8750H, GTX 1060 6GB, 16GB DDR4, 256GB NVMe SSD, Aeroblade.
It received high marks for its graphics, particularly the lighting effects of real-time shadows. Character animation was done via motion capture. The texturing was very well done, although the game does not utilize larger texture sizes (anything above 256x256, whereas other games already used 1024x1024 resolution with texture compression in 2000-2001). The soundtrack of the game allegedly contains non-copyrighted samples, which were also used in many commercials, soap operas and other media worldwide. Overall, a relatively powerful computer for its time (the minimum requirements were a P2 400 MHz and 64MB of RAM) was required to fully experience all of the features. This game is the first and only game that can perform water reflection wave effects only using DirectX 7.0 hardware (Geforce 2 or Radeon 7500; perhaps even Nvidia RIVA TNT is enough to perform water effects at the same quality level like in DirectX 8 or higher).[citation needed]
However, the game failed to become popular, mainly due to bad marketing. Other reasons for the relatively low sales were the untimely publication (neither the code nor the storyline had been finalized) and the lack of gameplay difficulty levels - the game proved to be too difficult on 'factory' defaults for many players. Nonetheless it did establish a large cult following that still exists today.[citation needed]. Currently it is unknown what company holds the distribution rights, since 2014 Codemasters lost it's distribution rights[1].
References[edit]
- ^known as Blade of Darkness in North America and Blade: The Edge of Darkness in Spain
- ^ ab'Removal of Blade of Darkness from the GOG.com catalog'. GOG.com. Retrieved October 14, 2014.
- ^'Blade of Darkness for Windows (2001)'. MobyGames. Retrieved February 15, 2016.
- ^'Blade of Darkness - PC'. IGN. Retrieved February 15, 2016.
- ^ abc'Blade of Darkness for PC Reviews'. Metacritic. Retrieved February 15, 2016.
- ^Font, Joan (June 2001). 'Así se hace un juego'. GameLive PC (in Spanish) (8): 24–28, 30–33.
- ^Edge staff (March 2001). 'Severance [Blade of Darkness]'. Edge (95).
- ^Bye, John 'Gestalt' (February 22, 2001). 'Severance: Blade of Darkness'. Eurogamer. Retrieved February 15, 2016.
- ^'Blade of Darkness'. Game Informer. 2001.
- ^Human Tornado (April 11, 2001). 'Blade of Darkness Review for PC on GamePro.com'. GamePro. Archived from the original on February 9, 2005. Retrieved February 15, 2016.
- ^Sanders, Shawn (April 2001). 'Blade of Darkness Review'. Game Revolution. Retrieved February 15, 2016.
- ^Kasavin, Greg (February 28, 2001). 'Blade of Darkness Review'. GameSpot. Retrieved February 15, 2016.
- ^Haumersen, Lee (March 6, 2001). 'Blade of Darkness'. GameSpy. Archived from the original on February 23, 2005. Retrieved February 15, 2016.
- ^Lafferty, Michael (March 16, 2001). 'Blade of Darkness Review - PC'. GameZone. Archived from the original on February 21, 2008. Retrieved February 15, 2016.
- ^Adams, Dan (February 27, 2001). 'Blade of Darkness'. IGN. Retrieved February 15, 2016.
- ^Smith, Rob (May 2001). 'Blade of Darkness'. PC Gamer: 84. Archived from the original on March 15, 2006. Retrieved February 15, 2016.
- ^Lee, Ed (March 23, 2001). 'Blade of Darkness (PC) Review'. X-Play. Archived from the original on April 9, 2001. Retrieved February 15, 2016.
- ^https://web.archive.org/web/20190628024421/https://as.com/meristation/2001/06/29/noticias/993794400_048049.html
- ^https://web.archive.org/web/20190628024240/https://as.com/meristation/2002/04/22/noticias/1019455200_049830.html
External links[edit]
- Official website at the Wayback Machine (archived January 23, 2008)
- Severance: Blade of Darkness at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Severance:_Blade_of_Darkness&oldid=904327750'
The Lord created the Spirit of Light and the Prince of Darkness from Chaos. The latter, having rebelled, had come to possess a mysterious language of creation and was trying to create living creatures by himself. They did not obey their new master, though, and took parts of their essence to summon terrifying monsters and demons. The Lord and the Spirit of Light tried to stop them by fighting a huge battle. Once the last spawn of darkness had been defeated, their father, the Prince of Darkness, was cast out into the depths of the Universe.
Centuries after the creation of the Sun, the Moon and the Earth, evil awakens on our planet to spread terror and destruction. A chosen one is needed, a hero who will wield the holy blade against the enemy and defeat it once and for all.
The player can assume the role of one of the four characters, each having different traits and skills. The story leads us through 16 different environments: frosty wastelands, deserts, Arabian palaces, Hindu temples, volcanoes, lost islands and mines. There are over a hundred kinds of various weapons and a hundred sorts of items that can be picked up, broken, thrown or used as a weapon. During our adventure, we will meet approximately 25 races of enemies and over a hundred puzzles, traps and other deadly mechanisms.
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BEFORE WE START:
On a few occassions, i have made remarks about Seed. This was an to be released platformer/first person shooter that would do for FPS what Mario 64 did for platforming in a 3D world. The most eye-catching thing was its visual fidelity. Seed managed to push Doom 3 style stencil shadows and dynamic colored lighting and have your body physically appear in the game world, but instead of relying on shaders, Seed could run this stuff on software or bock standard hardware of the time (Voodoo 2, Matrox G400, and so on). It was developed from 1998-2000.
An example: (There is a video that illustrates it better but i have to adhere to the MEDIA limit here for videos)
Sadly, The game never got past the release stage and only a demo exists. For years i thought that this was the only game pushing this kind of visuals years before shaders became apparent, but last week i discoveredSeverance: Blade of Darkness/Blade: Edge of Darkness.
SCREENS:
(There are better pics but they are from sites that go against the TOS so i don't link them here.)
INFORMATION:
Developed by Rebel Act Studios, Severance ended up doing most of what Seed was trying to do, and more. Released in early 2001, but developed from 1996-2000, Severance preceded most modern gaming visuals by multiple years. Severance delivered Doom 3 style stencil shadows, marred with an at times amazing lightmap system, and it also had realistic particles and reflective water. It did all this on DX7 hardware and lower, like Seed. Anyone running a Voodoo or even a Nvidia TNT2 could have this kind of visual fidelity, which would only catch on when shaders became apparent.
What the Blade Engine is capable of: (They were really underselling these features as noted)
- New portal engine allows real time lighting, volumetric lights and shadows.
- Real time physic and fluid system.
- Volumetric fog.
- More than 16 different realistic outdoor/indoor environments: frozen landscape, desert, Arabic Palaces, Hindu Temples, volcanos, Lost Island, mines,...
- Four characters to choose from, each one with specific skills.
- Playing Character progression depending on your abilities.
- Up to 100 different weapons: sword, axes, spears, bows, shields, magic weapons,...
- Up to 25 different races of enemies: orks, trolls, golems, demons, skeletons,...
- Up to 100 puzzles and traps combining physics, hydraulic systems, arrows, fire, stone balls,..
- Up to 100 different types of objects you can take, burn, break, throw and use as a weapon (tables, glasses, stools, bones,..)
- Powerful combat system:
- Facing (locking) enemies. Dodging.
- Amazing combos:
- More than 1700 animations based on Motion Capture System. Up to 20 differents attacks per PC.
- Shield blocking. Mutilations and wounds. Real time blood. Magic attacks. Destructor attacks.
- Advanced AI System:
- Different defensive tactics for enemies depending on their intelligence level (stupid and agressive ork, organized and efficient Dark Knights).
- Frenetic multiplayer arena mode:
- TCP/IP, LAN, IPX.
- 4 Characters with a total of 12 different skins, Parental lock for gore (disable mutilations and blood). Training level. Original Motion Track.
We use Max for the objects, Angel did an exporter to use the objects in the engine. I did a tool to Pack textures and calculate palettes, which is called BaB. Angel and me also did a compiler (well almost everything was done by Angel) that converts the maps that LED produces into the maps that the engine understands. The scripts are written with any text editor. As you have seen I use PythonWin, other people in Rebel use Visual C++ or any other one that they prefer.
You can play Blade in first person, so the engine is not tied to a 3rd person game. Most of Blade behaviour is done with properties or Python scripts. The engine is very flexible. I think it has the best physics and lightning system, as well as a very flexible biped system for animations.
The engine has several sub-engines. The physics engine is one of them. It uses mainly the mesh of the object and its mass, but there are also friction coefficients. The code for the physic engine is in the main executable, as is the entities system. So maybe we can call them the core. The graphic system is in separate DLLs. It's possible to write a raster that shows the world in a completely different way, as the toon render shows. It's possible to write a raster that uses light maps, for example.
It's also possible to implement entities behaviour or other things in separate DLLs, although we do not use this very often. You can use Python as a link to call any DLL if you want.
The geometry is tessellated for the distortion effect, but the objects aren't. Their vertices are moved depending on where they are; this is why you sometimes can see that their distortion is not the same as the rest of the architecture. This is done this way to improve the efficiency.
The water has attributes for setting the level, colour and reflection. You can also specify a callback function that is called when an entity touches it. There is also a transparency attribute, but although Angel designed it to have transparency, he hasn't had the time to implement it.
Blade does not ask a lot of the graphic card. For example, a GeForce is almost free to run with full screen anti aliasing. We have tried this and all the cards work well with Blade.
In short term, it would be easy to add Radiosity and volumetric fog to the Blade engine (we almost have volumetric fog already). In a long term, we may add a true outdoors engine, progressive detail-level, more authentic lightning..we'll have to wait and see.
But on top of that, it had an amazing physics system, and one that actually worked, unlike Trespasser: (Notice how the thrown object casts its own dynamic shadow as it falls down and comes close to a light source)You can play Blade in first person, so the engine is not tied to a 3rd person game. Most of Blade behaviour is done with properties or Python scripts. The engine is very flexible. I think it has the best physics and lightning system, as well as a very flexible biped system for animations.
The engine has several sub-engines. The physics engine is one of them. It uses mainly the mesh of the object and its mass, but there are also friction coefficients. The code for the physic engine is in the main executable, as is the entities system. So maybe we can call them the core. The graphic system is in separate DLLs. It's possible to write a raster that shows the world in a completely different way, as the toon render shows. It's possible to write a raster that uses light maps, for example.
It's also possible to implement entities behaviour or other things in separate DLLs, although we do not use this very often. You can use Python as a link to call any DLL if you want.
The geometry is tessellated for the distortion effect, but the objects aren't. Their vertices are moved depending on where they are; this is why you sometimes can see that their distortion is not the same as the rest of the architecture. This is done this way to improve the efficiency.
The water has attributes for setting the level, colour and reflection. You can also specify a callback function that is called when an entity touches it. There is also a transparency attribute, but although Angel designed it to have transparency, he hasn't had the time to implement it.
Blade does not ask a lot of the graphic card. For example, a GeForce is almost free to run with full screen anti aliasing. We have tried this and all the cards work well with Blade.
In short term, it would be easy to add Radiosity and volumetric fog to the Blade engine (we almost have volumetric fog already). In a long term, we may add a true outdoors engine, progressive detail-level, more authentic lightning..we'll have to wait and see.
And it had a specific dismemberment system where injuries would cause puddles of blood to drop on the floor and your body visually would look damaged. This was all done in 2001, years before any of the tech featured here would catch on. You needed quite some ram (128 MB) back then to get it up to speed, but the game only needed a Pentium 2. Even the game development was rather ambitious - In the links you will find a interview describing how the game was runnable in 3D view mode during development and they could edit things as they went. WYSIWYG style development back in the early 00s. Apparently, its also playable in first person, found below. This piece of footage demonstrates perfectly the water reflections, dynamic lighting, and stencil shadows present in the game.
The game is also reported as incredibly rough for the average player. You will face multiple bosses throughout the game, with the title being labeled as a proto-Dark Souls.
Now here's the thing: This game does need quite some work to be playable on modern systems. I tried getting it to work on Windows 7 and despite every trick available online (including enabling the special patches/using dgvoodoo or even a OpenGL wrapper) the game simply refuses to start beyond the initial loading screen. Thus, it sucks i can't see these glorious visuals on my device. But perhaps you can?
Severance is a very underrated game, but it became a cult hit in Spain. You do notice that Starbreeze's Enclave, released the year after, has a very similar vibe going on, and was also a visual showcase back in the day. The only thing that Severance really hampers is the low resolution textures. Every other game in that time frame did 1024x1024 or higher, its why Enclave stood the test of time so well. Severance, on the other hand, only does 256x256. Sadly, the game never was a huge success, and a potential Xbox port, known as Ultimate Blade of Darkness was cancelled.
This was a game ahead of his time visually, and i feel an ERA thread would serve to honor this game for its visual prowess and to acknowledge the amazing work of Rebel Act. If you know of any other title that pushed the limits far beyond these years, let me know!
LINKS: (Seriously, read these. They contain so much detail on the development of this game)
http://blade-of-darkness.bigtruck-canada.ca/
http://blade-of-darkness.bigtruck-canada.ca/rebel_act_developpers/rebel_act_developpers.htm
https://pcgamingwiki.com/wiki/Blade:_The_Edge_of_Darkness (To get it working on modern systems)
https://www.unseen64.net/2008/04/15/ultimate-blade-of-darkness-xbox-cancelled/ (Info on the cancelled Xbox port)
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Review: Severance Blade of Darkness is a computer game in the genre of slasher developed by Rebel Act Studios (now known as MercurySteam) and published by Codemasters in 2001.
Originally the game was called Blade The Edge of Darkness 1 but because of the fact that there was already a US television series called The Edge of Darkness the game was renamed Blade of Darkness and in Europe was sold under the name of Severance Blade of Darkness.
It was to develop and release games for the Xbox console called Ultimate Blade of Darkness which was supposed to come out at Christmas 2002. The game was supposed to be the culmination of the original Blade of Darkness but it was canceled due Blade Of Darkness Full Version Free Download, Blade Of Darkness PC Game, Blade Of Darkness Download Game PC Full Version, Blade Of Darkness Download, Blade Of Darkness Free Download, Blade Of Darkness Full PC Game, Blade Of Darkness Game Rip, Blade Of Darkness Highly Compressed, Blade Of Darkness Direct Linkto low sales of the PC version
Originally the game was called Blade The Edge of Darkness 1 but because of the fact that there was already a US television series called The Edge of Darkness the game was renamed Blade of Darkness and in Europe was sold under the name of Severance Blade of Darkness.
It was to develop and release games for the Xbox console called Ultimate Blade of Darkness which was supposed to come out at Christmas 2002. The game was supposed to be the culmination of the original Blade of Darkness but it was canceled due Blade Of Darkness Full Version Free Download, Blade Of Darkness PC Game, Blade Of Darkness Download Game PC Full Version, Blade Of Darkness Download, Blade Of Darkness Free Download, Blade Of Darkness Full PC Game, Blade Of Darkness Game Rip, Blade Of Darkness Highly Compressed, Blade Of Darkness Direct Linkto low sales of the PC version
Unlike other games of this genre such as Rune Enclave and Prince of Persia Warrior Within where the fighting system is significantly simplified and relatively easy to learn Blade of Darkness in this regard is more akin c fighting game. It strikes techniques and superudary entirely dependent on various combinations of the control buttons - for each reception each weapon has its own 'set' button combinations.
Each character uses his weapon types each have their own strengths and weaknesses as well as your combo attacks and movement. During the game the character gains experience and with it - new levels as in the action-RPG genre of games. With each new level opens up new possibilities and techniques as well as rising characteristics POW (English Power - power.) And DEF (English Defence - defense.). Special strikes applied by a combination of motion and strike the keys. Combos each their weapons.
The level of character depends on the number and level of their slain enemies usually the highest attainable in a single game - 21st. The game has about 70 types of weapons about 15 types of weapons in the character as well as a weapon that opponents are using is not tied to any character. Weapons can be one-handed and two-handed.
Each character uses his weapon types each have their own strengths and weaknesses as well as your combo attacks and movement. During the game the character gains experience and with it - new levels as in the action-RPG genre of games. With each new level opens up new possibilities and techniques as well as rising characteristics POW (English Power - power.) And DEF (English Defence - defense.). Special strikes applied by a combination of motion and strike the keys. Combos each their weapons.
The level of character depends on the number and level of their slain enemies usually the highest attainable in a single game - 21st. The game has about 70 types of weapons about 15 types of weapons in the character as well as a weapon that opponents are using is not tied to any character. Weapons can be one-handed and two-handed.
Severance: Blade of Darkness Free Download Direct Link
Severance: Blade of Darkness is an action game 3D third person released in 2001, developed by Rebel Act Studios and distributed by Codemasters . The original title of the game was “Blade: the Edge of Darkness”, but an American television program was already using. The title has been changed to “Blade of Darkness.”
It is with this reason that the game was distributed worldwide. But in the game, no sword is so named 1 .
Severance: Blade of Darkness is one of the games of heroic fantasy style recognizable thanks to the swords, sorcery and history.
Advancing in the game and as and as you kill enemies an experience bar fills. Once completed you progress a level, which gives you access to new special attacks and new abilities as they may be executed using a key combination. Some of these special attacks are specific to certain weapons can inflict massive amounts of damage or hit multiple enemies at once.
Rebel Act Studios
4 playable characters are: Tukaram the barbarian; Naglfar the dwarf; Sargon Knight and Zoe the Amazon. Each character begins on a different map, and has characteristics and preferences of weapons that are its own.
Tukaram will do more damage with weapons in 2 hands like swords or axes, while Naglfar prefer axes and hammers one hand. Sargon will be stronger with swords and axes in one hand and Zoe the choice is harpoons, tridents, long stick, spear, or the weapons Hast.
The Lord created the chaos that has divided into two parts, one side of the other Light Darkness. He then gives life to the Spirit of Light and the Prince of Darkness. But the Prince secretly wants to take the place of his Father. So he learns the language of Creation and try to create a new being. But the newborn unwilling to submit to the control of the Prince of Darkness, takes part of its essence to create monsters and demons. The Prince of Darkness tries to stop and start a great battle. Being weakens and eventually defeated, but after the battle his father exhausted withdrew into the depths of the Universe.
Young Gods, proud of their victory, completed the creation of their father, giving shape to the Sun, the Moon and the Earth.
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Severance: Blade of Darkness Minimum System Requirements
CPU: Intel Pentium 4 2.6GHz or AMD 3500+
CPU SPEED: 2.6 GHz
RAM: 2 GB
OS: Windows XP
VIDEO CARD: Ati Radeon x1300 256 MB or nVidia GeForce 7300 GS
SOUND CARD: Yes
FREE DISK SPACE: 3 GB
CPU SPEED: 2.6 GHz
RAM: 2 GB
OS: Windows XP
VIDEO CARD: Ati Radeon x1300 256 MB or nVidia GeForce 7300 GS
SOUND CARD: Yes
FREE DISK SPACE: 3 GB
Game Size = 442 MB
Severance Blade Of Darkness Patch
Game RAR Password = www.pcgamespunch.com
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