Dungeon Siege Player review and Screenshots
Posted: Fri Mar 29, 2002 10:35 pm
Hey all, this is the first I've actually done this, but since I won the game and it came this morning I figured I'd put some screenshots up and give a quick review for those of you who don't have access to it yet.
First of all, here's the link to the screenshots I've done (56 currently, more soon
http://www.timbrewolf.com/ds/dungeonsiege.htm
Now a quick review:
Overview
I haven't finished the game yet, only played multiplayer briefly, and have only had it since this morning. So these are just first impressions, basically.
Overall, the game is really fantastic. If you focus on some of the smaller sections (which I will below) it breaks down a little more, but there are some fantastic graphics/effects, exciting moments, and fun fun fun gameplay that everyone will enjoy!
It's not innovative and exciting like Diablo I was. But it's also not limited and repetitive like Diablo II was. It's a mix of quality use of elements and developments previously done in other games (BG2, Diablo, even Black and White), but put together in such a way to make a game that's very rich in quality and content.
The World
The world is truly beautiful. It feels non-linear, and that's what counts. In truth, as you play it's still pretty linear (go here, bridge out? go through the crypt... then go to this city. Here's another mission, etc.). But it seems larger than that. There are certain hidden areas, side quests, etc. It's not BG2, though, so don't except to have absolute freedom (except possibly in Multiplayer). You have a direction, you have a goal, you have mini-goals to get you there.
The trees and foilage are wonderful. The cities are laid-out true-to-life, and many little enhancements truly build atmosphere. Crypts and dungeons seem dark and forboding, the wilderness seems uninhibited and lush. Waterfalls are spectacular and some of the scenery involving high vantage points are really breathtaking. But screw all that, you'll probably spend most of your time fighting for your life
The Story / Quests
The storyline unfolds as you play the game. This is really good for an RPG, because you only learn a little bit of what's going on as you talk to different characters, although you can see what's happening as you wander around the landscape. Gives it a Neverending Story type of feel.
Most of the quests and objectives are straight-forward and involve multiple steps (which you won't see until you reach an impasse). It's a simplified quest system that keeps you focused on action, since your journal consist of a one-line note and allows you to replay the original conversation (which is a nice touch).
While I hate to say that the quests aren't innovative and interesting, so far they are basically 'fight through this area and get to this place so you can talk to this person'. This may change later on, but it's still better than the Diablo II 'just run around and kill everything'. You have a purpose and the storyline promotes your character.
The Characters
Well, you get to play your main character, obviously, but you also get to play up to 7 other characters (including the pack mule). Does this make it like BG2 or the Black Isle games? Unfortunately not. While being able to hire additional characters is exciting, and makes combat a bit easier, most of them have no personality and cause plenty of difficulties. Moreso than with any of the Infinity Engine games, I wish I could just solo Dungeon Siege (with a pack mule or two).
Let me explain a little better in the section called...
Combat
This is what the game's all about, and to be perfectly honest, it's fantastic!! Well, fantastic until you bring multiple characters into it. As I progressed through the game, I had 4 characters and a pack mule. My primary character would switch between a bow and an axe. I stayed on him to focus his efforts and set everyone else to freely attack all enemies.
Except they don't, really, and when they do they're not too bright. The other warrior in my party would just stand around until something got right beside him. I changed the formation (which was troublesome, _and_ didn't really cause any difference). He acted the same. Well, my mage still attacked and my other ranged character attacked. Except that's another problem. I set my mage with four quick-weapons: staff, bow, healing spell, and zap spell. I had him set on the healing spell and whenever anyone got low on hit points, he would heal them. But if he got attacked, he'd just stand there being attacked until he could heal himself.
In other words, your characters don't automatically pick a weapon to use (much less automatically select spells from their spellbook), they don't change their weapons, sometimes they don't attack the bad guys (if you run ahead to lead the charge), and sometimes they just get themselves in trouble.
So what needs to be done to make multi-party combat work? As far as I've been able to tell: You need to pause the game when monsters come into view. Issues your orders, and let the game run until you need to change the orders. There's no auto-pause features like Infinity Engine, and the camera angles make it a pain to track and view each of your characters (especially in small areas), so basically you'll spend 15 minutes on a fight that should be done in 3.
Maybe it's just me, although I've tried a variety of things and read through the manual multiple times, but the multi-character style works well for Infinity Engine games, but poorly for Diablo-style games. We want action and character focus, not micromanagement of lower intelligent party members.
The main problem this presents, as far as I've been able to tell, is that most of the areas later in the game are designed for larger parties and don't scale down for solo players. So, like the non-linear feel of the world, you have a linear selection of stupid companions that you will probably need to figure out how to get to fight correctly later in the game.
Monsters
The monsters are fantastic looking and very unique, for the most part. The problem here is that they suffer from the same type of party members that you do, and they also have the diablo-style 'rush toward you and attack' quality.
Not that that's bad, I mean, there's only so much you can do in a combat-oriented game. They don't seek advantage positions (which is good, because it allows you to), the don't generally try to flee (although some do!). They do tend to work together sometimes... With melee fighters rushing you while ranged attackers stand behind. But they also don't have highly intelligent party members.. or maybe just bad eyesight, as they won't rush to attack you until you step over the 'invisible line'. You can't kill one monster standing next to another without them noticing, fortunately, but you can take out the permiter and slowly move in.
The impressive monsters are truly impressive, though. I've only seen a couple at this time, but the size and style are fantastic! A handful of them really put some fear into you, and they all have interesting attack styles.
Bottom Line
I'd give Dungeon Siege 4 paws (out of 5). It's original, but not innovative, and it's action packed, but sometimes frustrating. The worst aspects of the game aren't that bad if you don't focus on them and with a little effort you can work around them. But the best aspects of the game.... From the flowing, no-loading screen, beautifully landscaped world. To the adreneline pumping, arrows and swords whizzing by your head, fast paced combat, are what makes a game like this work.
Dungeon Siege succeeds in a variety of areas where others haven't. It brings a touch of role-playing to an action-oriented game. It seems large and non-linear, although it has to be linear by it's action-oriented design. It adds skills that increase by use to allow pure customization of your character. And builds an atmosphere unlike anything else you've played (although not as immersive as something like BG2, which was pure RPG).
It's almost perfect. Almost, because the multi-character AI makes it nearly impossible to take advantage of spellcasting, unless you primarily play the spell caster so you can select different spells. Or unless you want to pause the game every couple of seconds to make individual orders.
It'll be interesting to see how Neverwinter Nights handles multi-character parties in their 3D engine since the primary problem of pausing to issue orders in Dungeon Siege is caused be difficult camera switching. In the Infinity Engine, you could easily scroll around and see your characters, but in Dungeon Siege you can only move the character on individuals. So you have to select them, _then_ move the camera around to get a better view.
Well, enough of my rambling Take a look at my screenshots at http://www.timbrewolf.com/ds/dungeonsiege.htm and I'll try to post more later!
Timbrewolf
PS - If anyone else has played the game much and has some insight into working with the multiple characters better, please let me know. I don't mean to harp on a good game for some single issues, but it becomes frustrating to have a full party and end up fighting alone
First of all, here's the link to the screenshots I've done (56 currently, more soon
http://www.timbrewolf.com/ds/dungeonsiege.htm
Now a quick review:
Overview
I haven't finished the game yet, only played multiplayer briefly, and have only had it since this morning. So these are just first impressions, basically.
Overall, the game is really fantastic. If you focus on some of the smaller sections (which I will below) it breaks down a little more, but there are some fantastic graphics/effects, exciting moments, and fun fun fun gameplay that everyone will enjoy!
It's not innovative and exciting like Diablo I was. But it's also not limited and repetitive like Diablo II was. It's a mix of quality use of elements and developments previously done in other games (BG2, Diablo, even Black and White), but put together in such a way to make a game that's very rich in quality and content.
The World
The world is truly beautiful. It feels non-linear, and that's what counts. In truth, as you play it's still pretty linear (go here, bridge out? go through the crypt... then go to this city. Here's another mission, etc.). But it seems larger than that. There are certain hidden areas, side quests, etc. It's not BG2, though, so don't except to have absolute freedom (except possibly in Multiplayer). You have a direction, you have a goal, you have mini-goals to get you there.
The trees and foilage are wonderful. The cities are laid-out true-to-life, and many little enhancements truly build atmosphere. Crypts and dungeons seem dark and forboding, the wilderness seems uninhibited and lush. Waterfalls are spectacular and some of the scenery involving high vantage points are really breathtaking. But screw all that, you'll probably spend most of your time fighting for your life
The Story / Quests
The storyline unfolds as you play the game. This is really good for an RPG, because you only learn a little bit of what's going on as you talk to different characters, although you can see what's happening as you wander around the landscape. Gives it a Neverending Story type of feel.
Most of the quests and objectives are straight-forward and involve multiple steps (which you won't see until you reach an impasse). It's a simplified quest system that keeps you focused on action, since your journal consist of a one-line note and allows you to replay the original conversation (which is a nice touch).
While I hate to say that the quests aren't innovative and interesting, so far they are basically 'fight through this area and get to this place so you can talk to this person'. This may change later on, but it's still better than the Diablo II 'just run around and kill everything'. You have a purpose and the storyline promotes your character.
The Characters
Well, you get to play your main character, obviously, but you also get to play up to 7 other characters (including the pack mule). Does this make it like BG2 or the Black Isle games? Unfortunately not. While being able to hire additional characters is exciting, and makes combat a bit easier, most of them have no personality and cause plenty of difficulties. Moreso than with any of the Infinity Engine games, I wish I could just solo Dungeon Siege (with a pack mule or two).
Let me explain a little better in the section called...
Combat
This is what the game's all about, and to be perfectly honest, it's fantastic!! Well, fantastic until you bring multiple characters into it. As I progressed through the game, I had 4 characters and a pack mule. My primary character would switch between a bow and an axe. I stayed on him to focus his efforts and set everyone else to freely attack all enemies.
Except they don't, really, and when they do they're not too bright. The other warrior in my party would just stand around until something got right beside him. I changed the formation (which was troublesome, _and_ didn't really cause any difference). He acted the same. Well, my mage still attacked and my other ranged character attacked. Except that's another problem. I set my mage with four quick-weapons: staff, bow, healing spell, and zap spell. I had him set on the healing spell and whenever anyone got low on hit points, he would heal them. But if he got attacked, he'd just stand there being attacked until he could heal himself.
In other words, your characters don't automatically pick a weapon to use (much less automatically select spells from their spellbook), they don't change their weapons, sometimes they don't attack the bad guys (if you run ahead to lead the charge), and sometimes they just get themselves in trouble.
So what needs to be done to make multi-party combat work? As far as I've been able to tell: You need to pause the game when monsters come into view. Issues your orders, and let the game run until you need to change the orders. There's no auto-pause features like Infinity Engine, and the camera angles make it a pain to track and view each of your characters (especially in small areas), so basically you'll spend 15 minutes on a fight that should be done in 3.
Maybe it's just me, although I've tried a variety of things and read through the manual multiple times, but the multi-character style works well for Infinity Engine games, but poorly for Diablo-style games. We want action and character focus, not micromanagement of lower intelligent party members.
The main problem this presents, as far as I've been able to tell, is that most of the areas later in the game are designed for larger parties and don't scale down for solo players. So, like the non-linear feel of the world, you have a linear selection of stupid companions that you will probably need to figure out how to get to fight correctly later in the game.
Monsters
The monsters are fantastic looking and very unique, for the most part. The problem here is that they suffer from the same type of party members that you do, and they also have the diablo-style 'rush toward you and attack' quality.
Not that that's bad, I mean, there's only so much you can do in a combat-oriented game. They don't seek advantage positions (which is good, because it allows you to), the don't generally try to flee (although some do!). They do tend to work together sometimes... With melee fighters rushing you while ranged attackers stand behind. But they also don't have highly intelligent party members.. or maybe just bad eyesight, as they won't rush to attack you until you step over the 'invisible line'. You can't kill one monster standing next to another without them noticing, fortunately, but you can take out the permiter and slowly move in.
The impressive monsters are truly impressive, though. I've only seen a couple at this time, but the size and style are fantastic! A handful of them really put some fear into you, and they all have interesting attack styles.
Bottom Line
I'd give Dungeon Siege 4 paws (out of 5). It's original, but not innovative, and it's action packed, but sometimes frustrating. The worst aspects of the game aren't that bad if you don't focus on them and with a little effort you can work around them. But the best aspects of the game.... From the flowing, no-loading screen, beautifully landscaped world. To the adreneline pumping, arrows and swords whizzing by your head, fast paced combat, are what makes a game like this work.
Dungeon Siege succeeds in a variety of areas where others haven't. It brings a touch of role-playing to an action-oriented game. It seems large and non-linear, although it has to be linear by it's action-oriented design. It adds skills that increase by use to allow pure customization of your character. And builds an atmosphere unlike anything else you've played (although not as immersive as something like BG2, which was pure RPG).
It's almost perfect. Almost, because the multi-character AI makes it nearly impossible to take advantage of spellcasting, unless you primarily play the spell caster so you can select different spells. Or unless you want to pause the game every couple of seconds to make individual orders.
It'll be interesting to see how Neverwinter Nights handles multi-character parties in their 3D engine since the primary problem of pausing to issue orders in Dungeon Siege is caused be difficult camera switching. In the Infinity Engine, you could easily scroll around and see your characters, but in Dungeon Siege you can only move the character on individuals. So you have to select them, _then_ move the camera around to get a better view.
Well, enough of my rambling Take a look at my screenshots at http://www.timbrewolf.com/ds/dungeonsiege.htm and I'll try to post more later!
Timbrewolf
PS - If anyone else has played the game much and has some insight into working with the multiple characters better, please let me know. I don't mean to harp on a good game for some single issues, but it becomes frustrating to have a full party and end up fighting alone