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The latest entry in the Dungeon Siege franchise comes to us not from Gas Powered Games, but rather Obsidian Entertainment (Fallout: New Vegas, Alpha Protocol). Boiled down, it's a co-op dungeon crawler with a unique art style. Unfortunately my review copy seemingly isn't compatible with other versions, so I'll be looking at the solo play only.

Dungeon Siege III (PC) Review - PAGE 1 Sean Ridgeley - Tuesday, June 28th, 2011 Like (1) Share. The latest entry in the Dungeon Siege franchise comes to us not from Gas Powered Games, but rather.

Dungeon Siege III is a dungeon crawler, alright, but doesn't suffer many of the pitfalls dungeon crawlers often do, namely: monotonous gameplay and randomly generated and consequently boring environments. No, thanks to dynamic and fairly varied combat, fun abilities, fairly interesting sidequests, hand-crafted environments, and even a decently compelling story, it's not more or less the same battle cut and pasted over and over again, but rather an entertaining romp.

The math: abilities, stats, talents

You start out picking one of a few characters: beautiful gunswoman Katarina, warrior Lucas, or fiery battle mage Anjali; each have their own offensive and defensive stances which can be switched between at any given moment. Going with the battle mage, hitting Q would turn her from a spear-wielding human into a fire-covered alien-esque sorceress, the former great for close quarter and group combat, the latter for ranged and single opponent combat.

Sadly stats are not directly customizable; as you level, abilities and talents are unlocked for you to choose between depending on your play style. Before long you're joined by comrades which you can swap out at any point, though bizarrely, you cannot switch between your character and your comrade, so what you picked is what you're stuck with. I went mostly the offensive route with all party members, first Lucas, then Katarina, finally settling on the alchemist Reinhart, your typical scientific genius weirdo with some beautiful control and damage dealing spells.

As you level, you're given points to invest in a given ability, though this can go one of two ways. For example, Anjali has a very cool melee ability called Fall From the Heavens where she disappears for a second (evading attacks in the process), then come crashing down from the air with her spear, heavily damaging all nearby foes. With all abilities, you can invest up to five points, each into one of two sub-abilities. In Fall From The Heaven's case, it's a 10% chance to knock down enemies or 10% more damage per point invested, each time the ability is used. Further, after using a given ability for so long, you unlock it's empowered form. With this, if you've got enough power (attained through using abilities or taking damage), you can hold Shift before using an ability to produce a stronger effect (e.g. more damage).

Besides abilities you've got talents to invest in, though there's no two-part or empowerment system here: simply invest in a given talent up to five times to enhance your stats or gain new passive skills. For example, investing in Anjali's Reprisal provides a 3% chance to ignite attackers per point invested. As with abilities, these come in offensive and defensive flavours.

Loot, loot, loot

Naturally, you'll be using all these skills against bats and mercenaries and all manner of fantasy creatures and acquiring gobs of sweet loot. This never really gets old, though unfortunately weapons, armor, and accessories boast no special abilities and equipping them results only in color changes. So, if you're really into visual customization, it's all but absent here.

Quests and story

Sidequests are somewhat varied, though certainly won't blow your mind with innovation or an especially compellent nature; expect quite a number of fetch quests or similar. All told, they mostly do their job in breaking up the linearity and dungeon crawling some, though could go considerably farther in feeling like more than sources of experience, gold, and loot.

Offsetting the benefits of sidequests somewhat is the quest trail, which shows the way to a given quest by hitting R at any time. Perhaps particularly in dungeon crawlers, a sense of wonder and need for exploration are needed, as has tradtionally been the case in order to keep the experience fully enjoyable. Though obviously useful in its way, the quest trail kills these elements pretty much altogether.

Outside of combat and sidequests, you'll often be engaged in either the story. Surprise: it's actually reasonably well-told, and dialogue ranges from serviceable to moving to witty -- it's no award-winner, but it's certainly better than you might expect in this subgenre. The jist of it is you're one of the few left of the Legion, an organization that once fought for justice but whose name was soiled through mistruths and whose forces were severely diminished through war. Slowly, you rebuild your army and make a return, making some unlikely allies in the process, if you so choose. The voice acting is pretty convincing, though a few are ripped straight from New Vegas with no change to character whatsoever, which can feel very off. Mostly though, it's on the better end as far as voice acting goes.

PC features

For PC players who grew up on this stuff, you'll be both pleased and disappointed by Dungeon Siege III. On the one hand you've got plenty of graphics options, solid performance (50-100fps maxed on a 5770 and 1055T, depending on environment), a great and unique visual style, environments which bring to mind related title Arcanum and the like, and classic gameplay.

On the other, there's no proper 16:10 support (it can be forced through ini tweaking, but this screws up mouse input somewhat), and the UI and controls are blatantly console-focused, the former big and somewhat clunky with no proper quickbar and no search option for glossaries and such, while the latter offers a camera you're usually fighting with, even if just a little. Movement can be controlled through either the WASD keys (W up, S down, A and D rotate camera), right mouse button (point and hold), or some combination of the two, though none of the options ever feel natural like the Xbox 360 controls do. It's certainly workable and nothing that will make you scream, but definitely takes away from an otherwise pretty solid experience. Thankfully, Obsidian is working on control and camera issues, so I'd expect this to be in fine shape before too long.

Dungeon

Final thoughts

As a solo experience, Dungeon Siege III is a fine adventure, and absolutely one of the better action RPGs around. The co-op experience I cannot vouch for, because, as mentioned, it wasn't available, but I reckon it'd bump the fun factor up a considerable amount. For console players, this should be a no brainer if you dig the likes of Baldur's Gate: Dark Alliance; for PC players, it'll take a patch or two before it's up to snuff, and while not as deep as some of its bretheren, still proves a commendable work, partly for the gameplay, and partly for being the first polished Obsidian game.

There are very few instances where it’s perfectly acceptable to fall asleep in the middle of playing a videogame.come to mind, as does. Though you may not see it, the commonality between those two examples is that the player has a greater goal in mind (making it to the finish and not getting swatted, respectively). Now, imagine you are playing a strikingly mediocre hack-and-slash RPG like Dungeon Siege III and the greater goal is simply personal enjoyment. We’re man enough to admit that it was a struggle to get past hour seven. But don’t be a hero; if you need a nap, take it.

Dungeon Siege III – a game with alarmingly few dungeons to actually siege – may do that to you.To be fair, you may get some enjoyment out of the Obsidian-developed sorta-RPG, but that’s if you like games with identity crises. At its roots a Diablo clone with its loot gathering and malleable character builds, Dungeon Siege III was a PC game obviously developed with a console crowd in mind.

There’s nothing wrong with this if done right, but certain design decisions ultimately make the game feel half-cocked and bland. So, the core of the game is Diablo, but for an audience that focus testing must have spawned, it is Diablo that made coitus with Fable with a dash of Mass Effect (and yes, that is a mixed metaphor), and not enough of the best bits of any are present. Dungeon Siege III, then, is an all-too linear hack-and-slash RPG marred with strange omissions of standard features and boring, repetitious combat. Oh, and online co-op, but we’ll get to that.Like the previous entries in the series, DS3 is set in the fantasy land of Ehb where your character – one of four pre-set classes – is a descendant of the Tenth Legion, which is basically the equivalent of Jedi. As it turns out, thirty-odd years before the game takes place, the Legion is stepped on by military commander Jeyne Kassynder and thought extinct. You are a descendant of some of the old guard of the Legion and are charged with rebuilding your ranks while laying down some fantasy RPG payback to Kassynder and her minions. Over the course of the game – which is as close to a straight line as any this side of– you meet and recruit the other three characters not chosen at the beginning, take in a series of side jobs to build your abilities, and interact with various NPCs through a series of very BioWare-esque dialogue trees.Everything mentioned in the above paragraph winds up being some of the best parts of the game, if a bit underdeveloped.

While the characters themselves are fairly typical as far as this setting goes, the game makes a unique decision on giving each of them two different fighting stances each: one for crowd control and a one-on-one option. Anjali, for example, uses her spear for wide swipes that can hit a mob within a reasonably sized cone in front of her, but when it’s just her and a boss, the click of a button will change her into an elemental being that tosses small fireballs at the singled-out adversary. Much of the pleasure comes from timing the swapping of fighting styles to deliver the maximum amount of damage possible.

Each stance can unlock three skills apiece, along with three defensive abilities for healing or attack/defense buffs. You can spend points to augment these abilities, as well as spent other points to strengthen passive skills like max attack muscle or faster healing.The problem here is that nine total abilities across the game is limiting. By the time all of them are unlocked near the end, the experimental phase is over and you’ve found what works. More abilities given at regular intervals may have alleviated this, and even though you can spend points to grow the abilities in slightly different ways and even evolve them with copious use, they’re still the same special moves over and over again that you’re stuck with, and many of them from the beginning of the game. This can make combat get tiresome quickly. This is where the PC game with a console in mind becomes blatantly obvious. On a console your normal attack is mapped to the A or X button, with the abilities covering the leftover three face buttons.

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Normally, games like Torchlight, which had a more successful port to console, will give you more options for special attacks and let you choose which to assign to your controller buttons. But nine is all you get with Dungeon Siege III, and you feel it with every underwhelming button press.The game is also stiflingly linear. The minimap shows the narrow paths leading to most objectives with little variation, and hitting up on the d-pad will give you a Fable-like golden trail to follow, saving you the need to do any exploration yourself. The vast majority of the game takes place in overworld settings like forests and mountain roads that don’t exactly make the eyes pop. The actual dungeons in the game, which are, again, all too seldom, are the few places that make the game shine.

Though not exactly original or brain-taxingly complex, settings like haunted mansions and overrun foundries are a welcome change of pace from fighting yet another group of thugs on your way to the next town.

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