Did you know that, if you're astute enough, you can work out what this game is about solely by reading the title? After beating this game, I can only surmise that this game has something to do with conquering underground labyrinths full of monsters. Maybe they should have put something about that in the title.
I want to go back to a time when games were still experimental, and genresDid you know that, if you're astute enough, you can work out what this game is about solely by reading the title? After beating this game, I can only surmise that this game has something to do with conquering underground labyrinths full of monsters. Maybe they should have put something about that in the title.
I want to go back to a time when games were still experimental, and genres weren't so strictly defined by what's marketable and proven a hundred times. You want an action RPG where you can control up to 8 characters who mostly automate combat so you can sit back and put the kettle on boil for a cup of tea. F&%k it, have a Dungeon Siege and make an Earl Grey for me.
Is Dungeon Siege the greatest action RPG ever made?
I don't know; is scat a valuable genre of p$rnography?
Probably not, but if you made that claim I wouldn't think you any lesser. I just wouldn't ever hug you, or shake your hand.
And finally:
Was that line of questioning really necessary?
You decide.
The issue with a genre-expanding game like this is that fans like its uniqueness and don't want to hear the genuine criticisms the game deserves. It's an experiment, a dream brought to life; not the acting career of Ewan McGregor. On the other hand, people will hate this game more than it deserves out of a misplaced repulsion of games doing their own thing.
Dungeon Siege boasts an amazing map to adventure through. There are no loading screens and the journey is vast. I can not understate how good it feels to immersively wander ever onwards, always feeling like there is an infinite, untapped breadth of world before you. I'd sell treadmills with this tagline.
"Get fit, Dungeon Siege style"
And then, of course, in small text:
"Not a euphemism. We mean the treadmill."
And what system could possibly enhance this force of wanderlust; this landscape that never ends? How about simplistic RPG mechanics that truly hit the root of "your characters get stronger over time so you feel their destructive power grow until every enemy before you has the life expectancy of an abortion." There isn't much to Dungeon Siege, but it's a satisfying experience because of it.
There's no denying there's a repetition and tedium to the core gameplay loop, and that's drawn out over a long 30hr campaign; and that's just the singleplayer campaign. There's a separate multiplayer one I didn't play, plus an expansion. But I had my fun almost the entire way through. And I don't often have fun for more than 5 mins.
Oversharing?
That's journalism, baby!
But now for the flaws. The obvious one is that the tedium, repetitiveness and long playtime won't be fun for all. But what is? Besides Dog's Life for the PS2, of course. However, you may have noticed that I stated that I had fun ALMOST the entire way through. There's a ludicrous difficulty spike when you reach the Goblin Mines dungeon. The game isn't particularly difficult so if you graphed this game's difficulty that Goblin Mine spike could pierce steel plate. This is overly noticeable when the final boss fight is a pushover.
It was doable, but it wasn't fun. The issue this really causes is that difficulty spikes give cause to examine the mechanics of a game in the closest detail, in order to overcome the hurdle. You generally don't want that. Once you get to the Goblin Mines, suddenly you become overly aware of the game's real flaws.
The characters are mostly automated. You can set general movement and engagement tactics, and you can also pause and micro-manage your mad lads. The definition of happiness is legitimately 'the time before you start to learn where the line between automation and management really lies in Dungeon Siege.' Look it up. And if you find something that proves me wrong, just remember to keep it to yourself. The best victories are the ones Qarren doesn't hear about. But when you start seeing all those times that your heroes stand around doing nothing less than a metre away from where their friend is being slaughtered, remember what I told you. Or when you give specific instructions to your heroes and they simply ignore you outright. Or when you have to pause before attacking anything because the boundary between a monster's hitbox and your own character's, or just the ground next to them, causes your battle to turn into something more akin to a flash mob devised by a paraplegic. Until then, even Oxford is simply wrong in their silly book.
If there's also something to say about a story here, I don't know what it is. It's a beautifully renditioned world with stories to tell, but as far as a plot is concerned this b%tch is on molly.
Dungeon Siege is a cult classic, and rightfully so. I've never joined a cult, but I'd sign away my soul for this one. The pros outweigh the cons. The unique experience is worth the Lovecraftian hell you make a reservation for. If you don't like it, that's fine. But industry lessons should be learned here.
And not just to avoid the Goblin Industrial Complex.… Expand