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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.

19 of 300 comments (clear)

  1. Sounds just like Dungeon Siege I by Bryan+Ischo · · Score: 4, Insightful

    The review doesn't describe *any* differences between DS2 and DS1. Which I guess is OK since DS1 was fun already.

    DS1 was a very easy game. You don't have to aim or exercise much skill, you just have to follow along as the game more or less plays itself. As long as you don't stray too far outside of the realm that you are supposed to be in at any given point in your character's development, the creatures around you will be easy to kill and will provide more than enough experience to quickly level up and move on to harder creatures (which aren't really harder at all since your character is now more capable). It's repetitive but satisfying.

    By far the most fun I had with DS1 was when playing multiplayer with my friend, when we would purposefully move early out into harder areas and try to figure out how to, using cooperation, kill creatures that would be far too difficult for either one of us to kill on our own. Usually the strategy involved having one character be chased around while the other laid into the creature, and then switching roles, until the creature was dead. Sometimes we could lure creatures into spots where they couldn't hit us but we could hit them (like from a ledge above them), which was fun too.

    I personally much prefer games where you have to aim and dodge to games where you don't, but the DS series is still fun. I just wish these games didn't cost $50, or take so long (years) to drop down to lower prices.

    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. Re:Sounds just like Dungeon Siege I by schon · · Score: 4, Insightful

      The problem I had with DS1 was that playing it involved the following steps:

      1. move forward a little bit along the predefined path until the hiding monsters run out at you.
      2. kill the monsters.
      3. goto 1.

      If you strayed from this (say by moving forward too fast) you activate too many hiding monsters, and they kill you.

      Why does *every* monster have to be hiding [in the bushes|behind a boulder|in a crevasse] waiting to ambush you?

      The only reason I played DS1 to the end was because I couldn't believe that they'd actually make a game *that* boring - exactly the same pattern over and over, and I was hoping that things would change. I got to the final boss (a dragon, IIRC) I couldn't believe that the game was over.

    3. Re:Sounds just like Dungeon Siege I by 0xABADC0DA · · Score: 4, Informative

      The review is totally bogus. The voice acting is completely absurd... it appears to have been aimed at 10-year-olds. For a 1.5 gb game demo I expect some decent graphics, but they were basically crap. I think the graphics are even worse than the original; they certainly have had no improvement at all except for a few pixel shaders that look out of place with the 100-polygon models. Games from 2001 (like Giants Citizen Kabuto) had more detailed character models! Another annoying thing from the first game is not being able to pan the camera past 30-degrees (you can't ever look into the distance). This is ridiculously irritating, but it's a limitation imposed so you won't see that there is no 3rd world, just a 3d path.

      What is really annoying about this game is that there is exactly one story. You participate in countless dialog, but you only have one thing to say. Sometimes you can say it two ways, or have choices that have zero bearing on anything (contrast to Neverwinter Nights where lots of your dialog choices have consequences later on). Then there's the one path you can take through the entire game (there's no exploring).

      Also, of course they want you to specialize your party by class; then later in the game they have an 'ambush' where the dudes attack your weak mage, and that's basically the entire challenge of the game. This game blows, I wouldn't even recommend playing the demo because it's pretty sad.

    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
  2. What a terrible review. by ivan256 · · Score: 4, Informative

    I'm not trying to troll here, so let's forget for a moment that the
    article clearly wasn't spellchecked, that the grammar and
    capitilzation are terrible, and that the poor punctuation makes many
    of the sentences mean things that were clearly not intended (or at
    least not correct).

    The big problem here is that this review doesn't tell us anything
    about the game! Sure, combat and graphics. Nice. What about the menus?
    The story? It only had one word about the story. Items, and item
    creation? Is the UI frustrating? Does the game crash? Does it have
    multi-player? Co-op?

    Please, Zonk, if you're reading these comments (seems dubious, but
    if..), tell us what it's like to play this game!

  3. Why do you keep talking about Diablo? by rufusdufus · · Score: 5, Insightful

    the original Diablo laid down many of the rules for the hack and slash adventure genre

    This is totally incorrect. Diablo is a direct rip-off of Rogue and its many clones including NetHack. All Diablo brought to the table was evolutionary graphics.

    1. Re:Why do you keep talking about Diablo? by scribblej · · Score: 4, Insightful

      Haaa... yes, way too much clicking in Diablo.

      As a long time fan of Nethack, Angband and even Rogue, I'd like to point out the most critical difference. Rogue, Nethack, and all it's ilk are turn-based. Diablo is real time. It makes a huge difference. In Nethack you can spend a long time sitting in one spot debating whether you're going to try an unknown potion or scroll and possibly die. In Diablo if you spend a long time thinking, you *will* die.

      Not to mention the multiplayer... I have yet to see a Roguelike with decent multiplayer.

      Also, it' snot really fair to call Diablo a "ripoff" as the grandparent does. The designers of Diablo give a LOT of credit to Nethack for their inspiration. I think they did a great job.

      I still play Nethack more though.

    2. Re:Why do you keep talking about Diablo? by jparker · · Score: 3, Insightful

      Sure, and Warcraft wasn't the first RTS, Everquest wasn't the first MMORPG, and, hell, Tolkein wasn't the first author to talk about elves. All of those still "laid down many of the rules" that their respective genres continue to follow. I've logged thousands of hours in ZAngband, so I know where you're coming from, but Dungeon Siege (and the rest of the post-Diablo hack-and-slash explosion) aren't ripping off Roguelikes, they're ripping off Diablo.

    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. You can download the demo.... by oliverthered · · Score: 5, Informative

    You can download the demo from here a review the game for yourself.

    Hopefully I can get it working under wine!

    --
    thank God the internet isn't a human right.
  5. I'm a nerd by toad3k · · Score: 3, Funny

    I feel like such a nerd for knowing who minsc and hk-47 are.

  6. I called it Diablo 2.5 by Eugene · · Score: 3, Informative

    the game plays a lot more like Diablo2 then Original Dungeon Siege. Although Dungeon Siege 1 copied some element from D2, Dungeon Siege 2 took A LOT MORE from D2.

    Skill points, even the graphics and description looks like D2.

    Teleporter system

    Magical, Rare, Set, and Unique items

    Town stash

    game difficulty system

    if you are D2 fan, you'll spot a lot of similarities..

    of course, the game has put a lot more then just copying D2, the party fighting, enchantment system, summoning, and special powers are all pretty good.

    Graphics is pretty good, but I like the , and I have decent framerate with my AMD 1700+ with ATI 9600XT. so hardware requirement isn't too bad.

    the game do have a lot of bugs though, hopefully the next patch will solve the majority of the problem, such as adding party members and various scripting bug.

    my most disappointment is the network play, which only allow maximum of 4 players to join a single game(I have more friends). and there's no way to play IP based game (to prevent pirated copy going online?). however LAN based game is possible, and I know you can trick the game to use Hamachi to play LAN over internet.

  7. Guild Wars -- a better alternative to DS2? by IronChefMorimoto · · Score: 4, Informative

    I don't play fantasy games often. RPGs, MMORPGs, etc. Just has never been fun.

    I did, however, LOVE Diablo2. I loved playing 8 hours straight with some friends in a LAN game. So much fun.

    I recently was asked by one of those friends to try out Guild Wars, which I incorrectly thought at the time was a pay-to-play MMORPG. From what I've read, and since I've played the game for nearly 90 hours now as a complete novice, it's more of an online RPG that (a) doesn't cost you monthly to play but (b) doesn't include the limitless exploration and community building that you might expect from World of Warcraft.

    DIFFERENCES FROM DIABLO2

    First off, you have to log in online to play Guild Wars -- kind of annoying if you're not used to online RPGs, but you do get instant updates. I hated having to keep up with updates in Diablo2 -- since I didn't play anything but LAN games, so I never did the Battle.net thing.

    Secondly, you have total control over your PoV in Guild Wars. I love being able to go first person to see things up high and then pan around a raging battle.

    Third, and this is why you want the PoV -- THE GRAPHICS ARE INCREDIBLE!!! The rendering isn't all that sophisticated from what I've read, but they use software anti-aliasing (???) to really add a "fantasy" look/feel to the game. The environments, although not limitless, are terrifically rendered. I probably spent my first 10 hours looking around at stuff. Waterfalls, leaves, etc. are all nice touches to the gaming world.

    Fourth -- when you play online with folks, you cand do it 2 ways -- in a questing mode OR in a PvP mode. I haven't touched the PvP mode, but you always know it's going on. There are constant updates in the chat area of the screen indicating a win for Europe or a win for America. It's intriguing, but not really enough to interest me in trying it out yet.

    Finally, when you online with folks, you don't have to "share" an entire world/area like you do with World of Warcraft (correct me if that's wrong). You instance out an area of the world and take you and your designated party with you. Basically, they've negated the chances of you entering, as in Diablo2, the world, stepping out of town, and having some high level player go hostile on you and kill you for your stuff. I think this also helps them keep server/hosting costs down -- and this means you DO NOT PAY MONTHLY FOR ACCESS TO THE GAME!

    BIG DIFFERENCES FROM DIABLO2

    The BIGGEST aspect of this game that is different from me, since I've only played Diablo2 pretty religiously before, is the whole crafting of armor/weapons aspect.

    Basically, if you had crap in Diablo2 that got dropped, you could sell it for armor and weapons.

    In Guild Wars, you gotta salvage stuff you can't wear/use, make raw materials, and then you go to crafters who make stuff from the raw materials. Armor is crafted by default, I think -- you can't pick it up and use it normally on the battlefield.

    Weapons can be crafted, but you have a better chance of getting weapons in battle -- I have only crafted like 1 weapon since I started playing.

    What does this mean in terms of gameplay? You have to customize EVERYTHING you use. You can't sell armor (at all) and customized weapons. They only work for you.

    I do like that they have RUNES in Guild Wars, and you can buy these when you advance to the REAL storyline after the intro quests. Unlike the runes in Diablo2, however, you can only insert runes you buy or find (from salvaged enemy armor) into your own customized armor. And the runes are specific to your primary character class. Thankfully, you can salvage runes you've used in armor whenever you go to upgrade -- as opposed to losing them in Diablo if you want to sell a weapon that's been "runed."

    Character class, by the way, is a duality in Guild Wars. You pick from the standard classes and then choose a secondary profession (if you want) that gives you all the additional powers of the secondary class except th

  8. Here's a better, shorter review: by Dragoon412 · · Score: 5, Insightful

    They took the original Dungeon Siege, absolutely ruined the pathing and AI, neutered the spell system, added an extremely shallow and uninteresting skill tree, and a handful of special attacks that can be triggered when you've dealt enough damage. Of course, the graphics have been dolled up. The game looks good; the environments are positively lush, and Jeremy Soule (Morrowind, Knights of the Old Republic, Neverwinter Nights, Dungeon Siege) did the soundtrack, but it's probably the most bland and forgettable score he's ever done.

    DS2 focuses more on story than its predecessor, but has the usual array of predictable plot twists and subpar voice acting, all implimented by dialogue boxes, similar to Neverwinter Nights.

    The crippling multiplayer problem that prevents just about anyone with a firewall (regardless of port forwarding) from playing online that was around in the original still exists, and although multiplayer has been improved, it's still impossibly shallow.

    DS2 would be great... if it was an expansion pack. It's entirely unworthy of being a standalone game though. For Dungeon Crawler fans, I'd recommend picking it up, but only after it hits the $15 dollar bin.

  9. 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

  10. Sounds like a flawed interface to me by ReverendLoki · · Score: 4, Funny
    From the review:

    Holding down the mouse button on an opponent tells your main character to go to town.

    No no no no no.... clicking the mouse button on an opponent should tell your character to kick the opponent's ass. If I want to go to town, then I'll click on the town...

    </whistles innocently>
    --
    09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
  11. 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.

  12. 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.