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To compound this, some elements of the game get noticeably more wearing with time. Shaking the controller to disperse the fog must have seemed like a good idea when Sony were desperately trying to encourage developers to make use of the Sixaxis' motion sensitive controls, but in practice it's a real pain. Having to do it when you're in the middle of a tight boss battle is an additional handicap that you don't really need.
On the other hand, you can't help thinking of features that could have been implemented but weren't. Some might have added some much needed depth to the experience. If a game looks like a dungeon crawler, why not add a simple weapon or armour upgrade system? Why not throw in spells or add more interesting monsters or environments or new special attacks. Most of all, why not add online and offline co-op play? If any game could have benefited from it, it's this one. Had Sony thrown in co-op and a selection of different characters, it might have had a Gauntlet for the noughties.
I understand that some of these issues have been addressed with an expansion pack in Japan, but if so that begs the question: why didn't Sony roll the pack into the main game when it went on sale so much later over here? It seems silly to release what feels like half a game now and lose a significant portion of the potential audience when Sony could be releasing a more fully rounded product and keeping everyone happy. After all, if people don't have fun with the original game, why will they feel the need to shell out for the expansion?
As it is, Dark Mist is pretty, addictive and enjoyable in small doses, but while it's bound to find fans among the hardcore score attack fraternity, it's not a great game for the average player. With original, quality PS3 games on the PSN Store in short supply, I'd put that down as a missed opportunity.
An interesting dungeon crawl/shooter with nice visuals and simple but addictive gameplay. Sadly, the lack of in-game saves and checkpoints gets more and more annoying the longer that you play.