Review: Dungeon Siege III

Review: Dungeon Siege III

Once in a while, you encounter a game that has a lot of flaws but that you nonetheless enjoy greatly. For me, Dungeon Siege III is one of those games.First, a little back-story. The original Dungeon Siege was a hack and slash RPG in the style of Diablo that was notable for its large parties, bare bones gameplay, and free form class system in which one gained power simply by fighting in your preferred style. I loved it for its refreshingly basic (if admittedly mindless) gameplay and cliche yet charming and immersive setting, the Kingdom of Ehb.

For various reasons, I wasn’t able to play DS2 when it came out, but I recently tried its demo, and I was thoroughly disappointed. It tried to enrich the gameplay with special abilities to spice up the endless clicking, but they had lengthy cooldowns, and it only drew more attention to how basic the game was. Furthermore, it wasn’t set in Ehb, had a totally different set of races, and had none of the feel or charm of the original game. It felt like a completely different franchise, but for the mindless gameplay.

Flash forward to Dungeon Siege III. It returns to Ehb and stays true to the feel of the original, though it is different in many ways in substance.

Somewhat regrettably, the tradition of forming your own class as you play ended with DS3. Instead, you choose from one of four pre-established characters. There’s enough differences between them to give them their own unique feels (barely), but they all work more or less the same way. Each has two stances that they can switch between at any time for no penalty: one for single targets, and one for area of effect damage. Each stance contains up to a maximum of three situational but powerful abilities, plus each character has three more defensive abilities which sort of comprise a third stance.

This is really what makes DS3 shine, in my view. It’s simple, but it’s not as mindless as the first two games. It’s a small and easy to comprehend toolbox, but learning to make the most of it can take a lot of skill and experimentation.

Unfortunately, that learning process is made more difficult by one of the game’s major flaws. The controls can only be described as bizarre. A patch after the game’s release now allows people to change the keybindings, which helps a bit, but no matter how you tweak it, it’s still awkward. But that said, it’s not an insurmountable flaw. The first hour of the game spent learning is painful, no doubt, but once you master the strange controls, they’re really not that bad. It’s just a steep learning curve.

And the game has more to offer than mechanics used to slice your way through your many enemies. I’ll admit that my nostalgia for the first game renders me somewhat biased, but I really loved exploring Ehb. The game has a great ambiance and sense of history behind it, and the graphics are outstanding. This is definitely one of the best-looking games I’ve had the pleasure of playing, and unlike some other recent games (*Cough*RiftandStarcraft*Cough*), it still looks good even on low graphics settings.

The story is also surprisingly good, especially considering the one-dimensional plot of the original. It has you as one of the last surviving scions of the 10th Legion, Ehb’s heroic founders, who have been betrayed and slaughtered by a mad religious fanatic and her crazed followers. It’s a great feeling of “us against the world,” and the game does a good job of building pride in the Legion’s history. I already liked the Legion from my experiences in the original game, but after a few hours of DS3, I was ready to salute every time I saw the number 10.DS3’s story starts out basic, but it slowly evolves and ends up quite murky and morally ambiguous. It also manages some fairly surprising twists. Thanks to the Mass Effect craze, this is another game that lets you make your own decisions on how to steer the story, though none of them have a radical impact on how the game plays out.

I have mixed feelings on DS3’s audio. The music is decent but not stellar, and the voice acting is highly inconsistent. Many of the voices are filled with gravitas and personality, but one of the playable characters, Anjali, sounds like someone mumbling the newspaper headlines to themselves while waiting for the bus, and the villain sounds more like a petulant fifteen-year old than a mighty warrior-priestess.

This brings me to the game’s other big issue, and that is that it’s glitchy. I’ve heard of many issues, but mine was the sound. It often (very often) was marred by jumping, pops, and general distortion. It was extremely distracting, and it’s the one problem with the game I really can’t forgive. There’s just no excuse for glitches like that in this day and age.

Still, taken all in all, I though DS3 was a good game. It could have been better, but I enjoyed it a great deal.

Overall rating: 7.7/10 It would be much higher if not for the glitches.

You can buy Dungeon Siege III, as well as the original Dungeon Siege, on my Amazon Affiliate.

Review: Thrall: Twilight of the Aspects

Review: Thrall: Twilight of the Aspects:

Being a big fan of Warcraft books in general and Christie Golden’s in particular, I was very eager to get my hands on her latest, “Thrall: Twilight of the Aspects,” which is a semi-sequel to the recent “The Shattering: Prelude to Cataclysm.”“Twilight of the Aspects” disappointed me in some ways, but it exceeded my expectations in others. It was oddly inconsistent.

One thing that stays true through the entire novel is that it is extremely fast-paced. This is, for the most part, a good thing, though there are some times when things happen so quickly that your head might spin just a little bit.

Otherwise, the book feels as if it’s split into two parts. The first is definitely the more enjoyable, and features Thrall traveling across Azeroth and through time itself in attempt to aid the dragonflights in stopping a mysterious catastrophe known as the Hour of Twilight.

This part of the book is epic, thrilling, and emotional. If it has any flaw, it’s that it too closely parallels the Elemental Bonds chain that was added to the game in the last patch, but it also includes some major revelations–not just about Thrall, but about the Warcraft universe as a whole–that weren’t in Elemental Bonds, so that still makes it more than worth reading for every lore fan. I don’t want to give anything away, but this is a very important installment in the greater Warcraft storyline; questions fans have had for years are finally being answered.

I found the second half of the book to drag a bit, though. I’m not entirely sure why I felt this way–it was still fast-paced and action-packed. Perhaps it’s that I’m starting to agree with the people who think Thrall has become too perfect–by the halfway point of the book, I fully expected him to bring all the Forsaken back to life, turn Tanaris into a garden, put Outland back together, and one-shot Sargeras with a dirty look. I think Christie Golden may also have tried a bit too hard to make things emotional. If I had to read one more description of some profoundly beautiful and moving epiphany…

I also found the villains underwhelming. One is a chromatic dragon, and I always thought the chromatic dragons were a silly concept–and doubly so now that we have the twilight dragonflight, which is supposed to be the more evolved alternative to chromatic dragons, the more refined model. The other is a mysterious figure called the Twilight Father–a confusing position, considering we have a pretty good idea of how the twilight dragons came to be, and he has nothing to do with any of it. There’s a twist at the end about the Father, but if you’re a hardcore WoW fan, it won’t come as much of a surprise.

Although this is more a of an inherent issue of shared universes than any blunder of Christie Golden’s, I found she didn’t quite capture the personalities of certain characters usually written by other authors, particularly Kalecgos and Deathwing. The cold, calculating Deathwing in this book bears little resemblance to the screeching headcase we’ve come to know and love to hate in Richard Knaak’s books and the game itself. As for Kalecgos, I’m not sure why he didn’t feel right to me, but I suspect it has to do with the fact no real mention was given of his grief over the loss of Anveena. I find it hard to believe an immortal being would get over so big a loss in so short a time.

Finally, (vague spoiler ahead–you’ve been warned), this book kills off a very major Warcraft character, and although his ending was rather spectacular, I still found it far too quick and abrupt for someone who has been so important for so long. It’s almost as distressing as the random deaths of Illidan, Magni, and Cairne.

Still, I don’t wish to give the impression “Twilight of the Aspects” was a bad book. It may have had its share of low points, but it also had some amazing highs. I’ve been intentionally vague about its better points because I think people will most enjoy them if they come in fresh.

Overall rating: 7.5/10

You can buy “Twilight of the Aspects,” as well as the rest of the Warcraft novels, on my Amazon Affiliate.