Dungeon Siege III: Treasures of the Sun DLC Review
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The main game may not be one that is remembered fondly because of its story, but Treasures of the Sun offers a surprisingly much better story than you'd expect. Now that the goal is no longer to just go through the motions to gather allies against Jeyne Kassinder, there's somewhat of a lull in the storyline to allow you to explore other parts of the Dungeon Siege universe. In this case, it sheds some more light on the background of the Azunai religion and a lost temple where former Azunites have turned to heresy.
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If you didn't care much for Dungeon Siege III in the first place, Treasures of the Sun is not going to change your mind. It doesn't offer anything mind-blowing that magically turns Dungeon Siege III into a masterpiece. But if you thought it was great or even just alright game, this DLC offers a pretty neat package with additional features and some new powers to toy with. The story is far more interesting than anything Dungeon Siege III had to offer, even if most of it is easily overlooked in favor of just mashing those buttons. One choice at the end of the game hints at a larger impact beyond the storyline of Dungeon Siege III, which makes you wonder if Obsidian has plans for a future title that will be affected by this choice.
Treasures of the Sun is definitely one for the fans and it offers plenty of new content with its new locale, while simultaneously giving you a new reason to play through the full game again. If Dungeon Siege III was not quite Baldur's Gate: Dark Alliance but similar enough for you to enjoy, then Treasures of the Sun is best compared to Baldur's Gate: Tales of the Sword Coast; it's a well-shaped and mostly unrelated side-story that offers more of the same fun in a slightly tighter jacket.