Developed by: Obsidian Entertainment
Published by: Square Enix
Reviewed on: 17th July, 2011.
Presentation: The graphics, effects and sound are very advanced and contribute a great deal to the game. Objects, characters and environments are rendered beautifully and the spell effects, while not the most amazing I’ve seen, are certainly exceptional.
Atmosphere: The first stumbling block is the atmosphere. You won’t feel like you’re saving the world in a truly epic tale or just a small part in something much larger. You’ll feel like you are stumbling through the same trite fantasy scenario that could have could from any book in the oversaturated market of fantasy novels. The loot tables mean that you’ll never get equipment as impressive as some from Diablo or Torchlight on top of that.
Control and Mechanics: Designed for a gamepad, this game doesn’t really have excellent mechanics. What’s worse is that keyboard mechanics cannot be reconfigured and an early patch mixed up the controls to pan the camera left or right. These problems have not been fixed at time of writing. The layout isn’t ideal for everyone, so I’d avoid it. (NOTE: Shortly after posting this, I was told that an update fixing these has gone live, the blog post is here.)
Who should buy this: People who want a somewhat competent hack and slash game with a few interesting new features and can pick it up for no more than £10. People who just can’t get hold of Diablo II/Torchlight/Magicka/one of those free online hack and slash games.
Who should avoid it: Anyone not in the above list, but especially anyone who wants a bug-free game or an inheritor to the Dungeon Siege games.
If I have to give a score: Like early Magicka, it’s a very buggy take on the Diablo genre. Unlike Magicka, it has little innovative and less hope of speedy bugfixing. I wouldn’t recommend it to any but the most forgiving of Dungeon Siege fans. 1/4
I have already written about Obsidian’s problems. I think part of their problem is they seem so relaxed about their failures, even though they promised the errors of Fallout: New Vegas or Neverwinter Nights 2 would not be repeated in their next game. Here we are and bugs abound, patches add new ones and they have an “awww, shucks” attitude to it all.
Obsidian’s sloppiness aside, it’s a game that has some strengths that do shine out: it has a very polished presentation and a few interesting twists of the usual combat. Character creation has, for better or worse, been replaced by a selection of characters. Each of these has a small set of abilities and the game is very good at making you use and learn them. You cannot just pile drive through the enemies, you have you use these skills carefully and thoughtfully at times.
Another interesting feature is the transmutation of items for gold rather than selling them. This removes the haul of items back to a seller that you’d see in most roleplaying games. These few features do not really make up for the compromises needed to make the leap to the consoles and the resultant problems arising from Obsidian’s mistakes.
First, the plot is lacklustre. Evil person gains immense power, takes over a fair, just kingdom. You are one of the few survivors and you are being hunted down. It’s almost as if they got their plot ideas from TV Tropes or something. They also make definitive statements about previous games that were ambiguous because of character design or choice (i.e. the hero of the first Dungeon Siege was female).
Consoles are limited in their capabilities compared to PCs and so the adaptation of the genre to the console format brings a few necessities that are forgiveable, but for PC players to have a fixed keyboard configuration that then messes up after a day one patch is not so forgiveable. Obsidian’s attitude towards all this when they jokingly expressed that a decent tutorial system, better controls and varied loot would “make good DLC” shows a company that increasingly needs to be taken out back with a shotgun.
So the patches aren’t going to be coming quickly. In my recent downtime, Fallout: New Vegas received a new bugfix and that’s been out for ages. I know these are the people who, at their core, made Fallout, Planescape: Torment and published the Baldur’s Gate games, but they are a shadow of their former selves even if a glimmer of their lost glory sparks now and again.
The controls are set tight and a gamepad isn’t really ever going to be the best medium for controlling the action on the screen. It’s not as if control configuration would be too much to ask but the game feels rushed once you get passed the refinement and polish of the graphics. The loot system and equipment presents a really mediocre experience with none of the weighing up strengths or weakness of varied equipment you’d find in Borderlands or Torchlight.
You’re also rushed through the tutorial of the game, which is brief and gives you no hint how the combat system really uses the special abilities. You could almost discover all this by accident after missing the brief mention of special attacks in the tutorial. You won’t feel you have real knowledge of how the inventory works in the game, nor how you really improve your skills or balance your character so you’ll end up looking at online guides or just getting around for yourself. It’s not overly hard to figure out, but a more comprehensive tutorial would be nice.
Multiplayer is the real let down, however. There is no ability to form PC-only parties or get a group of friends around to play. This is a console game and you can have one extra player, who plays a kind of sidekick. The second character won’t get saved or be used as anything other than player one’s sidekick, and can often feel a little redundant. This is not attributable to error in creation, but error in design. It was not going to work so why did they make it this way?
My final line on this game is that this is the sort of game that can fill a bored weekend for a single-player experience if you pick it up for a few quid in a bargain bin, but you’re not going to see it in one for a while (on the other hand, seeing how quickly Brink fell in price…). There’s no real reason to recommend it unless you are a devotee of the Black Isle cult of Obsidian or a really committed Dungeon Siege fan. If you are the former, you probably will have switched off at my criticisms of Obsidian anyway, if you are the latter, play the demo first. If you are anyone else, give this game a wide berth.
Dungeon Siege III is out now and available at retail or digital distribution for around £29.99.
Developed by: Realmforge Studios
Published by: Kalypso Media Digital
Reviewed on: 7th March, 2011.
Presentation: The graphics certainly do look an improvement over Dungeon Keeper II, but not by a huge amount and you’d be forgiven for thinking it was only a few years after Bullfrog’s classic that this appeared. The sound effects and voice acting, however, feel a lot more crafted which creates an uneven presentation.
Atmosphere: The atmosphere takes much of the dark humour of its obvious spiritual predecessor and, along with the high quality voice acting that the game has, represents the main saving grace of this game. It doesn’t save the game from its flaws entirely, though.
Control and Mechanics: This is ultimately the hurdle where Realmforge’s horse fell. The game is controlled by a fairly simple keyboard and mouse combination, but the controls feel a bit quirky and awkward at times and that really cuts into enjoyment of a game. The process of taking heroes on a tour around your dungeon before you harvest them gets repetitive and dull quickly, as you are left waiting for them to fill their soul energy meters before you strike a blow.
Who should buy this: Those who want a marriage of Dungeon Keeper and Theme Park and don’t mind gameplay that simply isn’t up to par. Those who don’t mind quirky controls that feel irritating at times. Those who need every Dungeon Keeper clone they can grasp, even if it means paying AAA game price for a low-budget game.
Who should avoid it: Those who expect a real Dungeon Keeper successor. Those who want fluid, easy to use controls. Those who want a game that doesn’t feel repetitive and monotonous quickly.
If I have to give a score: The humour and voice-acting is the one shining element to this otherwise for par experience. A good deal of potential drowning in poor execution. 2/4
It was attributed to T.S. Eliot that “good artists borrow, great artists steal” and I think Dungeons is a clear example of how that holds true of video games as well. It doesn’t so much borrow, as plead after its spiritual ancestors and it really shows through. Viewing the intro sequence, the marks of Dungeon Keeper are all there. Just imagine that goblin at the start is an imp, even their personality and movements are so akin, and you’ll see what I mean. Remember the scene in the intro sequence of the first Dungeon Keeper where the hero is about to grab treasure only to be confronted by a bile demon? Picture that as you see the hero in this one gazing proudly at the treasure, only to turn and find a minotaur of somewhat similar appearance and stature as the demon bearing down on him.
When I first saw this, I was sceptical at the obvious borrowing, but I let a glimmer of hope that someone would take up the neglected genre and return it to one of its oldest roots. The result that I played was not an awful mess, but it cannot borrow so much and not beg comparison with the Dungeon Keeper games. It’s a very standard, flat experience that sparks and teases you with potential at points, but mostly drags you through monotony.
The player controls a dungeon lord, one of several and the most powerful of them all. At the very start, you are betrayed by your lover, the succubus Calypso, and cast to the bottom of the pecking order of dungeon lords. To top this all off, between you and climbing your way back to the top and extracting your revenge are your former underlings and new employers, who occasionally give you missions and make demands.
What immediately strikes the player is that, unlike Dungeon Keeper, your dungeon lord is a flesh and blood character within the dungeon who can fight, cast spells and interact with items you claim. There’s no gateways to allow your monsters to enter, you don’t pay them, they are just summoned through pentagrams on the ground and remain there until nearby heroes lure them into battle.
This is all because the emphasis is reversed here. You don’t care for your minions needs or desires, but those of the heroes. Each hero entering your dungeon has needs, whether it’s to raid your coffers, discover lost magic, or simply fight. By fulfilling these needs, the heroes get more soul energy that can be harvested by defeating them and having them sent to the prisons or torture chambers for the slow extraction of that energy.
What this means is that, unlike Dungeon Keeper where keeping the heroes out was the ideal and prisons and torture chambers existed to convert heroes into your minions or use them to train or entertain your minions in the fighting pits, you actually want to give your heroes time to explore your dungeon, grab some loot, raid a few occult libraries before you strike them down and claim that energy in your prisons.
This all seems like an interesting twist to the theme that changes the focus to resource management, but it fails in practice. The process of building an almost theme park dungeon for your heroes to wander through and then the methodical rate at which heroes enter through the gates leave you going through the same actions over and over again and you end up having to take quite direct action in harvesting these heroes. With as little as two gates open, you are left with heroes swamping your dungeon as you try to get busy with other quests and plots that don’t involve sucking them dry for soul energy.
Adding to this is that heroes seem to level up like clockwork in a way similar to the increase of the AI threat level in AI War, but in a much more simplistic way that lacks the grace of AI War. When you have a lot of other things to do, an average of four heroes pumped out every two minutes with an increasing level, you end up just rushing for the end of the level before they end up striking at your dungeon heart.
Another way in which it departs from its predecessor is that stat-building and talent-tree RPG elements have been added. It’s all an interesting idea and could be made a good combination with the elements the game absorbed from Dungeon Keeper and Bullfrog’s Theme games, but it ends up as more of an afterthought. On the one hand, the stat-building aspects uses a only few stats and derived attributes, and seems like it has so little real effect on the gameplay. I’ve seen games use very few stats and derived attributes to great effect (take Torchlight as a paragon here), but Dungeons simply fails in this regard. The talent tree is a bit more developed, but the skills are very bland and lack the sort of things you find in something like Borderlands, where make or break skills add interesting effects or bonuses; a few extra spells, a few stat, combat or minion bonuses, but that’s about it.
And I think that sums up a lot of my complaints about Dungeons’s mechanics. What we’re ultimately left with is a game that covers a lot of bases and mixes aspects of different genres into a single gameplay experience, but it does not show any real time or energy placed into any one of these aspects. It’s quite easy to play the game for a while and it will draw you in to an extent, but you’ll find it easy to switch it off at the end of the level.
The graphics themselves appear very dated and it gets very tiresome going from level to level with what is essentially the same dungeon in appearance. The fact that you have to claim certain chambers rather than build them into virgin rock means that dungeon design is often more restricted than in Dungeon Keeper and it makes building that ideal route for the heroes all the more irritating and repetitive.
What the game does have, however, is good voice acting and some genuine humour. Like Dungeon Keeper or Overlord, it revels in a lot of the same slapstick humour but unlike them it also directs a lot of its time at poking fun at RPG stereotypes by use of meta-game humour, breaking the fourth-wall regularly. I thought its humour certainly worked better than Magicka’s, but Magicka’s problems were all due to a lack of decent testing before release, not flawed design choices that leaves the experience lacking.
At the end of it all, if you play the demo and got an enjoyable experience past the design flaws, you’ll probably not be disappointed if you pick this game up in a deal or when the price has really dropped. It does carry, at the time of review, a hefty price tag for what is essential a low-budget game from a publisher known for churning out mediocre games. I’d invest my money elsewhere.
Dungeons is out now and available at retail outlets or on digital distribution. It costs £29.99 on Steam and has an RRP of £34.99 according to Amazon.