Well mates i just got that game and i think it's awesome! (But the box is more awesome than the game :D ).Tell your opinion about it.I think it rocks!
Explanation about the game taken from IGN site for the guys who wan't too see what is all about:
Mixing Source engine physics with a first-person action-RPG formula seems like a great idea. With Dark Messiah of Might and Magic, you get to punt around all sorts of undead, orcish, and other fantastical foes into fires, off cliffs, and into spikes creating a definite "wow" factor associated with exploring the various ways to dispatch your enemies. While the single player mode can be entertaining, it starts to drag as it goes on. Thankfully there's an enjoyable multiplayer mode to keep things interesting, even if there are some class balancing issues. Regardless of which mode you're playing there seem to be significant technical problems that hold this game back from being as entertaining as it may initially promise.
The single player places you in the shoes of Sareth, disciple of a mage named Phenrig with an uncertain past. After an initial training sequence you're tasked with finding a magical artifact, the Skull of Shadows. You soon meet up with Leanna, a female love interest who you'll run some missions with. Another more flirtatious female character is joined to your thoughts, and frequently chirps up to either hit on you, make fun of Leanna, or offer advice for what to do next. Though the plot manages to get interesting near the middle, the beginning and end are narrative bores. There are a few endings, but they're unsatisfactory as best. You're playing this game for its action, not its storytelling.
In terms of action, Dark Messiah offers plenty along with a role-playing statistic boosting system in the game. By completing objectives you receive skill points that can be spend on upgrading melee attacks, learning new magical spells, or upgrading your stealth abilities. Shields, armor, swords, staves, daggers, and bows can be picked up as you move through the mostly linear 12-15 hour campaign. Upgrading melee gives you new attacks like a charge or jump, though the first person perspective makes these difficult to connect with them at times. Eventually you start getting magical items like fire bows and poison daggers which deal out additional damage. Since there aren't any vendors in the game, it's only worth holding on to the items you're actually going to use.
To slaughter enemies more effectively, you'll want to use the game's "physics" fighting abilities. These include a kick, the ability to topple some environmental structures onto foes, and knocking enemies into fires. Spiked grates populate every single level of the game and will instantly kill an enemy that gets kicked into them. Knocking an enemy into water will also auto-kill as will kicking them into a fire and booting them from a ledge. Should you choose to learn the Telekinesis spell, you can toss barrels, boxes, and bodies into enemies. When you pick items up with either your hands or the spell, they can be set aflame by holding them over one of the game's many fires. Running around with an ignited item will instantly kill anyone you run into.
While it's impressive to see enemies flipping off cliffs, floating in water, staggering realistically after a kick, and watching environments crumble and topple in a believable fashion, it renders some of the melee and ranged combat irrelevant. Since most of the game's single player arenas are set up with various spikes and fires for you to take advantage of, kicking enemies to their death will serve as a common method of execution as long as your stamina bar lasts. Once you get a little way through the game the gameplay starts to drag. Even if using the melee and magical abilities, the fights start to get repetitive after halfway through. The game still offers some interesting battle scenarios and it's definitely fun for a while, it just doesn't last.
Though there are a number of different ways to attack your foes, the fighting just doesn't feel as natural as it could have been. Some options for counter attacks would have been welcome, or some kind of combo system with the power strikes. As for the stealth gameplay, you can shoot bows from shadows and remain unnoticed (assuming you hit the target) or sneak up for a backstab kill. Sneaking turns out to be pretty difficult, far more so than sitting back and piercing an enemy's face with an arrow. With a game so heavily focused on combat, it seems like there should have been a few more advanced options for sneaking as well. For instance, what about cutting an enemy's Achilles' tendon? Afterwards the enemy could yell for help, drawing more foes ripe for stealth attacks to the area. As it is the enemies do alert others nearby if they're attacked and will occasionally run away if they think they're outmatched, but it seems like there was potential for many more levels of combat nuance.