Review: Dungeon Siege III: Treasures of the Sun DLC

Review: Dungeon Siege III, Treasures of the Sun:

Regular readers of this blog will probably remember the review I did of Dungeon Siege III some weeks back. It was a fun game, flawed in some ways but overall very enjoyable. So I was quite excited when the new downloadable content for the game, Treasures of the Sun, was released.Promotional image for Dungeon Siege 3: Treasures of the Sun

Treasures of the Sun adds a new side mission to the game, which takes you outside of the Kingdom of Ehb’s borders and into the mysterious Aranoi Desert in search of a lost hero of the 10th Legion and “the greatest treasure of the Azunite faith.” I’m not sure exactly when in the story the DLC becomes available if you come at it from a new campaign, but I chose to play through it on one of my characters that had already completed the game, and it threw me back to just before the final quest. This made the introduction of the DLC’s story a little awkward, but this may not be a problem if you start a new character.

The new storyline is interesting, but also very short. I think I got maybe six hours of play out of it, and that’s with doing every optional quest, grinding respawned mobs for XP, and stopping to read every in-game book and explore every conversation branch. But, as I have constantly reminded myself, the thing only cost $10, and you get what you pay for.

Treasures does a surprising amount to flesh out the backstory of the Dungeon Siege universe, and as someone who loves immersing himself in video game lore, this was probably my favourite part of it. But I realize most people probably don’t care what precisely led to the War of the Legions and the downfall of the Empire of Stars.

I found the Aranoi Desert rather bland compared to the game’s other environments, but some of the new dungeons are pretty spectacular. It would have been nice to see a few more new types of enemies, as killing skeletons gets old after a while.

In addition to the new quests, Treasures of the Sun also ups the game’s level cap from 30 to 35, adds a few new spells, introduces a new system to enchant your weapons and armor, and adds the option to respec your character’s talents (for a hefty fee in gold). These changes apply to the entire campaign, not just the DLC (though one does need to visit the Aranoi to access the respecing and learn the new spells), so Treasures of the Sun does add some replayability to the main campaign.Reinhart battling skeletons in Dungeon Siege 3: Treasures of the Sun

Finally, the DLC also changes the autoloot button to include gear, instead of just gold and powerups. No more need to hover your character directly over a sword to pick it up. It’s worth the $10 just for this.

Once you finish the new storyline, it brings you right back to where you left off in the main campaign. In my case, it was just before the final boss, so I went ahead and killed the ugly bugger again. This reminded me just how awesome the game’s main storyline is, as well as informing me that Treasures of the Sun has no impact on the game’s ending, unlike the major subplots that shipped with the game.

Ultimately, I was a bit disappointed with Treasures of the Sun, but it’s as much a problem with my expectations as a problem with the DLC itself. It’s not an expansion pack; it’s an addendum to the original game. Though there is the “they should have just included it with the main game” argument to consider.

Overall rating: 6.9/10 If you liked Dungeon Siege III and were planning on starting a new campaign anyway, this is a great way to add extra enjoyment to an already fun game. If you’d only consider buying it to play through the new content, it might not be worth your time.

If you haven’t tried it yet, Dungeon Siege III is available to buy on my Amazon Affiliate. I’ve also added the demo to my store — you can download it at no charge. Treasures of the Sun doesn’t seem to be available on Amazon, unfortunately.

Blizzcon: Starcraft, Diablo, and More Mists of Pandaria

Blizzcon:

Yesterday, I posted about the announcement of Mists of Pandaria as the next WoW expansion. Today, I’ll cover some of the other highlights coming out of Blizzcon, as well as elaborate on a few points about the pandas.

Starcraft II: Heart of the Swarm:

I may mostly discuss WoW on this blog, but I’m also a big Starcraft fan. Blizzard owns all of my soul, not just some of it. So I was quite interested in the new Starcraft info at Blizzcon.

First, we got a nice new trailer. It doesn’t really tell us anything we didn’t already know in terms of plot or gameplay, but it looks pretty, and it was quite nerdgasmic to see Kerrigan in all her rage-fueled glory. I’m a big Battlestar Galactica fan, and I love Tricia Helfer as Kerrigan.

Next, the new multiplayer units were revealed. They sound cool now, but if there’s one thing we learned from Wings of Liberty, it’s that the cool units will be nerfed into oblivion for the sake of balance. I know they have to do it, but it puts a damper on these things.

The Zerg gain two units, the viper and the swarm host. The viper is an aerial caster to replace overseers. Its most entertaining ability is probably “abduct,” which allows it to grab enemies and pull them out of unit balls so that the zerglings can nom on them. The swarm host is a burrowed siege unit that continually spawns mini-units to attack nearby enemies. Swarmtacular.

The Terrans get two new units, the warhound and the shredder, as well as a tougher “battle mode” for Hellions. The warhound is analogous to a small thor; if you played the original Starcraft, they’ll greatly remind you of goliaths. The shredder is an odd kind of mobile, area of effect defense structure. Sounds hard to balance. Terran doesn’t lose any units per se, but you will now only be able to have one thor at a time, similar to Protoss motherships now, so it’s likely no one will bother using them.

Protoss loses both the mothership and the carrier (sad face) and gains three units. The tempest is a capitol ship that has an AoE attack for use against other air units and a single target attack for ground. Sounds cool, but I’d rather they just find a way to make carriers useful. The oracle is a flying caster/harassment unit. It doesn’t actually do any damage, but it can shut down buildings and interfere with economies. Finally, the replicant is a unit capable of duplicating any other non-massive unit, complete with all their abilities and attributes. (“Hmm, nice siege tank; I think I’ll take it.”) This seems like a gimmick unit that will be impossible to balance.

There will also be many changes to and new abilities for existing units. For example, ultralisks now have an underground charge ability. I’m honestly more excited about the upgrades to old units than the new units. After the mothership fiasco, I refuse to get excited about cool new units.

Diablo III:

A quick piece of backstory: I played Diablo II many years ago and despised the one-dimensional, grindy gameplay, but Diablo III intrigued me a little. Then Blizzard came out with an offer where I could get it for free for signing up for a year of WoW.

I care about Diablo now.

I haven’t been following the game too closely, so I don’t know much about it, but I can tell you there was a lovely new trailer at Blizzcon. I don’t even really know what’s going on in this trailer, but holy crap the CG is beautiful.

Mists of Pandaria: After the dust settles:

After the frenzied pandemonium of yesterday (no, I won’t stop making these jokes; sorry), I’ve had time to think about the expansion. There are a few things I’d like to elaborate on.

The design philosophy: I love it. They seem to be embracing choice and casual play over the hardcore, raid-centric endgame of the previous expansions. The idea seems to be to do what you want, when you want. This is what the game needs.

The lore: This really worries me. I don’t want another pretty expansion with no real story. *Glares at Burning Crusade.* But it seems like that’s what we’re getting. Warcraft is supposed to be about epic story-telling. Running around DrunkenPandaLand with no real goal in mind is not epic.

There’s a theory going around that we, the Horde and the Alliance, may be the villains of Mists of Pandaria. One of the new monster types is going to be the sha, a kind of negative spirit that are drawn to violence and conflict. The theory goes that us bringing our war to Pandaria will begin summoning massive numbers of sha, threatening to destroy Pandaria. We will be forced to reexamine our old hatreds, lest our foolhardy wars consume all of Azeroth.

This would be a lovely return to the morality play style of storytelling we saw in Warcraft III, and I’d love for it to be true, but I don’t think Blizzard is clever enough for this anymore.

The talent changes: Very mixed feelings here. I love the customization that comes with the talents being mostly utility with no direct impact on your damage, healing, or tanking. I’m sure theorycrafters will still find the “right” choices, but the penalty for choosing “wrong” choices should be much lower.

Also, SHADOWSTEP FOR ALL ROGUES SHADOWSTEP FOR ALL ROGUES SHADOWSTEP FOR ALL ROGUES!!!!11!1!

On the other hand, only getting one talent per fifteen levels is going to really suck the fun out of leveling, and I really don’t relish having to wait 90 levels for the best toys.

Furthermore, while I know the talents aren’t set in stone, they sound pretty lame for most classes right now, with a few major exceptions, such as death knights. AoE death grip that does damage, Remorseless Winter… Holy crap; can you say overpowered?

I know, I know. None of it’s final yet.

So, yeah, I still don’t know how I feel about these talents.

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So, what do you think? How are you liking this year’s Blizzcon announcements? Pro-panda or anti-panda? Looking forward to new talents or hating them? Excited for Diablo? Mourning the carrier or hoping to roflstomp mutalisks with your tempests?