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Review: Dungeon Siege II

Like most of the games that Blizzard has produced, the original Diablo laid down many of the rules for the hack and slash adventure genre. Followers of the Diablo design have been numerous, but few have been as well received as 2002's Dungeon Siege. The sequel, imaginatively named Dungeon Siege II, follows faithfully in the footsteps of the original fantasy RPG from Gas Powered Games. Solid, satisfying combat and a worthwhile storyline mark this solid genre title. Read on for my impressions of this medieval slasher.
  • Title: Dungeon Siege II
  • Developer: Gas Powered Games
  • Publisher: Microsoft Games
  • System: PC
  • Reviewer: Zonk
  • Score: 7/10
If you've ever played a fantasy hack and slash game, you've played Dungeon Siege II. This double edged sword swings heavily. On the one hand, you'll be familiar with the tropes, the controls, and the expectations. On the other, if you know you don't like hack and slashers you can safely avoid DSII without missing out on content you might have otherwise appreciated. That said, if you do enjoy the genre there is a lot to like here.

The first Dungeon Siege was widely hailed for its combination of strategy elements and party based combat. Dungeon Siege II doesn't mess with a good thing. As a mercenary far from home, you begin the game working for a powerful evil force that is just starting to work its way across the land. As with the original title, characters develop abilities by using them. If you want your main character to be a melee fighter, you equip him with a sword and start him swinging. If you want him to be a combat mage you put a spellbook in his hands and let him blast away. During the course of the adventure, you can recruit other hearty travelers to round out other roles in your party. As with your main character, you control their inventory and can thus guide their ability development. Though this may initially seem like a system with possibilities to exploit you quickly realize the "multiclassing" capabilities are limited. While you can give a spellcaster a sword to swing around, you're going to want to focus each character on a particular set of abilities in order to maximize their power. Unlockable critical powers are revealed with higher levels of specialization as well, giving you very little incentive to have jacks-of-all-trades.

Those critical powers are used when your characters enter combat. Combat is a major focus of the game, and while there isn't a lot of innovation here the hacking and slashing is very satisfying. Holding down the mouse button on an opponent tells your main character to go to town. NPC allies can be given instructions to focus their attacks on your target, or put into a spree mode where they'll cut down anything that moves. Combat moves for both melee fighters and spellcasters have a lot of crunch to them. Opponents are dispatched with zeal, explosions of blood and body parts accompanying your victory. While the makers of the Dungeon Siege series have a background in RTS games, there isn't really a whole lot of strategy involved once the axes start falling. As long as you've got all the characters equipped with the best weapons and spells you could find or purchase, the chaos of battle will mostly run itself. The downside to this is that it's very hard to protect your weaker NPC allies. Magic users in particular fare badly, as the monsters all known the "geek the mage first" addage. In large combats you'll almost certainly be waiting on your spellcaster to regenerate from the large holes that have been ripped in his thinking parts. Additionally, while the entertainment value of new critters to kill is high, the combat mechanic never really changes and thus can get old in a hurry.

Combatting creatures, as always, nets you experience which eventually allows your party to level up. Depending on what they use in combat, you are given several options in a skill tree for ways to focus their advancement. While multi-classing is again not the best idea, each character has available all the different skill trees. Using the weapon type appropriate to each tree nets you skill points for that tree. For example, using a bow nets you a skill point for the Ranged Tree after a sufficient time spent in the field. Within the trees you are given several options to customize your adventurer's attacks. Melee fighters can specialize in one handed weapons with a shield, or can go the path of the strongman and wield a two handed weapon. Combat mages can focus on different elements (fire, electricity, etc.), while ranged combatants can focus on crossbows or throwing axes. Given the limited number of allies you can have, this ability to focus their abilities is crucial to ensuring that you have party roles fulfilled to your satisfaction.

Combat and mechanics are all well and good, but roleplaying games should be about storytelling. Questing and story are always important elements to a roleplaying game (though in this case I use the term lightly), and in this respect Dungeon Siege II manages to break a little ways out of the cookie cutter mold much of the rest of the game adheres to. Starting your career as an adventurer in a Dryad prison is hardly an auspicious start, but from there you are swept up into fight against your former employer, a wielder of a deadly dangerous artifact from an older era. Aside from the main quest pushing you ever outward into the world at large, folks you meet along the way have a series of errands and personal vendettas to settle up. While they're the usual "i can't be bothered to go five minutes down the road" type of RPG sidequests, the writing and voice acting are usually fairly well done. This adds a level of personality and polish to the experience that many other games can't touch. Additionally, the game isn't shy about giving you quests some time before you can complete them, giving you time to consider you objectives and watch out for the opportunity before you can actually fulfill the request. The only real frustration with the game's theming is the vanilla nature of your NPC allies. They occasionally stop to have prescripted interactions between themselves, and those are well done and usually amusing to listen to. You'll never grow that attached to your companions because they simply don't have a lot in the way of soul. The blank faces of DS II can't hold a candle to the likes of Minsc or HK-47.

The game is somewhat lacking in personality when it comes to visual presentation as well. Up close, characters and monsters have a likeable roughness, with interesting details and personality coming to the fore. Pul back to keep track of the action, however, and the somewhat dated graphical look of Dungeon Siege II is readily apparent. There are some blocky elements to characters which stand out at a distance, and environmental textures can become somewhat repetitive. On the positive side effects for special attacks and magical combat add the same visceral quality to the game that the melee combat movements do, with sparks of light and fire limning the field of battle during most engagements. The auditory experience has the same quality, grunts and cries adding a first person experience to what could otherwise be dry hacking and slashing. The musical accompaniment is as successful in augmenting the gaming experience without overwhelming the player with its presence. The music itself has a similarity to the musical experience from the first game, but somehow didn't come off as repetition. The orchestrations are different enough that the feeling evoked is one of remembrance rather than ripoff, and works well within the gameworld.

Dungeon Siege II, then, is a competent hack and slash RPG. Built on the Diablo 2 model and paying close attention to the lessons learned from the original title, the sequel to the 2002 hit is a satisfying gaming experience if you're a fan of spilling orc blood. Combat, story, and questing are all well executed, with an eye towards presentation and visceral feel. Even though the game hews very close to the genre standard, the entertaining and visceral combat gameplay can make this a worthwhile addition to your library. If you're looking for some mindless fantasy fun, Dungeon Siege II will provide.

6 of 300 comments (clear)

  1. Re:Sounds just like Dungeon Siege I by phpWebber · · Score: 3, Interesting

    I played the original hoping it would fill in the blanks of Diablo 2. I found it extremely boring. The character develop as a consequence of what action they happen to be ordered to repeat. Shoot a bow, become better at shooting a bow. Swing a sword, etc.

    Well I downloaded the demo and found the game really hasn't changed much. You walk down a predetermined path fighting, casting, and drinking potions over and over again. The leveling doesn't feel special. Just a ++ to your weapon or skills. And speaking of skills, the new trees don't seem that interesting (unlike D2, WoW, CoH, etc.)

    I think you summed it up pretty well when you said "the game plays itself". You kind of just sit back and jam the drink potion keys.

    Again, I only played the demo so I am not in a position to speak on the final product. I would highly recommend anyone thinking of buying this to download the huge demo first or wait until the price goes down.

  2. DS1 was *boring* by DamienMcKenna · · Score: 3, Interesting

    My wife and I simply loved the cooperative multi-play in Diablo 1 and especially 2. DS1 was hailed as a Diablo heir so we tried it. The first day it seemed great, some really cool graphics and atmopherics, definitely a step up for us as we'd not bought a game in two years. After a few days of on-and-off play we realized it was boring! The action took care of itself so you were left to do the directing... the land was extremely sprawling and at times difficult to work out or remember directions, so even that was out. And the story wasn't exactly Oscar material. Boring! If they haven't fixed the action aspect then I really don't think this is going to be any great shakes.

    Now, what's this about Diablo 3 on the drawing board?

    Damien

  3. Re:Why do you keep talking about Diablo? by loom_weaver · · Score: 3, Interesting

    Ridiculous. That's like saying King's Quest is a direct ripoff of Zork.

  4. Re:Sounds just like Dungeon Siege I by SpryGuy · · Score: 4, Interesting

    I'm with you. I've played through Diablo 2 (and its expansion pack) numerous times. I love that game. It's very satisfying.

    I bought Dungeon Siege 1, and found it to be tedious and dull beyond believe. I never finished it. I doubt I even made it half-way. I've never had any desire to pick it up again.

    Quite unlike Diablo 2, which I still play from time to time.

    I doubt I'll be giving Dungeon Siege 2 much of a look, given this review.

    --

    - Spryguy
    There are three kinds of people in this world: those that can count and those that can't
  5. I got it when it was released... by BulletMagnet · · Score: 3, Interesting

    My RPG background came from the Pen-N-Paper group up to BGII and NWN when computers became the deal, and having never played DS1, I have to say "It's OK" ... My one true complaint about the game is, as previously posted, is feeling like you're being led around the nose about where you need to go, and how to get there. In NWN, you'd take the FedEx Quests, and get the "general location" of where you needed to be to get part XYZ to finish the quest, but in DS2, you simply follow the arrow. The massive clickfest does get old and my party of 2 ranged, 1 Nature Mage, and my melee dire wolf pet are all level 27 or 28 at about halfway through Chapter 2 (of 3) Act 1 (of 3). Zonk nailed the "Geek The Mage" since my wussy magic wench is always getting jacked 1st, even though she's supposed to be a healer who hides in the background. When getting mobbed by a goonsqud of level 25 Vai'kesh zealots does bring about the pseudo-death (unconciousness) to both my mage and my 2nd Ranger (the pregenerated chick from the beginning who I must say sounds way too "Valley Girl" to be any bit beliveable when we have to stop and listen to her babble on or bitch at the Mage)and when they both get wacked, the wolf and I need to run for cover until they wake up and rejoin the fight. Only once so far as anyone actually gotten tombstoned (real death) but that's as simple as burning a Resurect scroll.

    Zonk never did mention the pet owning, which might be in DS1 (again, never played it) and I thought it was facinating to actually have to FEED your pet. Granted my wolf must have an iron gut because I fed his ass armor, swords, spears, magic crap, and now fully grown, is a rather badass beast and very useful. I haven't had too much complaint of another user's post of "collecting my 200th cloak of protection +1" and the loot I pick up actually makes you think about what to equip. Does this ring which raises armor X points over what I have now beset the ring that has some armor upgrade but also some secondary or tertiary benefits. Choices, Choices... in NWN, everything was more absolute that This Ring Is Better Than This Other Ring.

    I have yet to play it online and am happy to hear that one copy will suffice for LAN'ing since that's about as Multiplayer as I'd get with it(if I want to play against people, BF2 does the job)

    For what I paid for the game, I feel I'm getting my money's worth, however I do trully miss "HERE COMES HALFLING DEATH and NO ONE WALKS AWAY"

    Here's to waiting for NWN2.

  6. Finished it. Don't recommend. Play BG2 instead.... by guidryp · · Score: 3, Interesting

    I have been playing CRPGs since Bards tale on the C64.

    Here is my take on Dungeon Siege 2: They tried to figure out what worked in Diablo and failed. It has all the mechanics copied to the point of annoyance. Three play throughs (same story monsters have more HP each time), town portal, teleport locations, skill trees, saves now only save your state, not where you are. Done because I think they can't figure out what actually made Diablo fun. It doesn't work. Throw in some side quests on the linear road to try to inject more Roll play and that does work either. Candy coat it so it is so warm and fuzzy that you 5 year old will be comfy. Pablum RPG.

    Action RPG fans of Diablo: No comparison. Diablo 2 is a much better action oriented RPG. This is boring and slow.

    Story or hard core RPG: Nothing here. A few pointless sidequest departer from the strict linear game that you couldn't not make it to the end if you tried to get lost. Has nothing on Baldurs Gate, Neverwinter Nights, Planescape Torment or any good single player games.

    It feels like a comitee sat down and picked some elements from succesful RPGs. The result is nothing but a monster/treasure treadmill. For those folks who just want to level up and find more elite weapons endlessly. It is the "spinal tap" of RPG games, with the treasure output cranked to "11". If some treasure is good, heaping piles of it must be great. Somehow the concept of less is more never registers. If you always have tons of crap, it just plain doesn't matter. The value of something is in direct relation to it's scarcity. The best PnP games I played, you might find one magic item during a days play. But when you did find it, it was amazing.

    Graphics look pretty much identical, to DS1, which is fine by me, heck they are better than Neverwinter Nights, but NWN is actually a fun game.

    Bottom line, there is just a hollow shell again. They just dont' grok action RPG and they don't grok story RPG.

    I think you can still buy Neverwinter Nights, or Diablo Gold if action is more your thing. Both cheaper and better.