Dungeon Siege II


Dungeon Siege 2: Broken World


Release Date: 08/16/05

ESRB: M

The best plain old RPG I’ve ever played!

After playing and reviewing the Dungeon Siege II preview, I was excited about the full release of the game. After experiencing the beginnings of what looked to be an excellent action adventure, I was thirsting for new levels and areas through which I could hack, slash, and burn. The full version of the game had its flaws, but it certainly did not disappoint.

Anyone who played the original Dungeon Siege will be painfully familiar with its linear, unoriginal, and generally mundane plot. The designers of DSII must have received a lot of criticism for the original game, because from the beginning screen to the closing credits, the plot is head and shoulders above that of DS I. It’s not necessarily more original - I play a heroic protagonist who is out to save the world from the evil villain – but the plot development and narrative storytelling in DSII are truly excellent. New cinematic sequences are combined with documentary-esque historical explanations to produce a vivid, real world that I was really able to enjoy. However, the plot pretty familiar. For me personally, the good guy vs. bad guy motif is growing rather old in the gaming world, regardless of the copious amounts of lore that often shroud it.

There are also many sidequests in the DSII universe, so I had my hands full throughout my adventures.

The gameplay in DSII is much like its predecessor, with a few major notable exceptions. If you are one for fast-paced, hack’n’slash action, then DSII is perfect for you. I found myself chuckling with glee as I rampaged through lush environments, wreaking havoc with my party amongst the villainous creatures I fought. Gameplay was very linear – namely point, click, and kill – but for some reason using sword and spell to decimate enemy lines never grows old. The arsenal of spells in DSII is amazing, and there is an incantation that you can use for every occasion. I had a lot of fun playing around with buffs, trying to find a combination that would work best for my party. I also had a lot of fun playing with the various offensive spells in the game and watching the beautifully rendered visual effects as I cast each one in turn.

New to the DS series are hero powers – special abilities that can be unlocked as the protagonist and his party level up. Powers are immensely strong, and can be used strategically to wipe out hordes of enemies almost instantly. These powers are a great addition, as they add a level of customization to the game that I haven’t seen before in an RPG. Players much choose not only their main class (Melee, Ranged, Combat Magic, or Nature Magic), but also their specialty within that class. For example, a melee fighter would have the option of specializing in dual wielding, two handed weapons, or shields. Combat mages can specialize in fire, lightning, or necromancy. Of course, these specialties can be mixed and matched, allowing for a practically limitless number of character combinations. With each specialty comes different powers and power levels, so the player must create a combination of characters whose powers are complimentary and whose party dynamic is strong.

The only downfall of the gameplay in DSII is its linearity. Despite numerous sidequests, I found myself eventually wishing for a new twist in the action. It seemed like I was simply completing quest after quest, defeating monster after monster, without any kind of break in between.

Along with the traditional DSII members, pets are available for purchase in major towns throughout the game. These pets occupy a party slot, but much of the time their abilities surpass those of a standard character. Pets come in a variety of forms, from the beloved pack mule from DSI (which can carry your precious belongings in its large saddlebags) to the dangerous ice elemental. The player can improve the abilities of his pets by feeding them items, such as weapons, potions and armor. Immediately, these pets become an enormous money sink, but the benefits are often well worth it. I personally thought that these pets were a great touch – they enhanced the gameplay experience and added a personal touch to my party.

The graphics in DSII aren’t much different from those in DSI, but that isn’t a bad thing. Special effects are rendered beautifully, as are hero powers and magic spells. Character animations were done very well, and armor and weapon models were beautiful and expansive. I always love equipping a new weapon and seeing how it looks on my character. The designers did an excellent job of rending armor and weapons to look realistic.

The landscapes are also beautifully rendered, from dark caves to jungle paradises. I was continually amazed by the beauty of the environments, and by my potential to interact with them. Fighting on a narrow bridge that stands high above a gushing river is a truly exhilarating experience – and this sort of experience is not at all uncommon in DSII.

DSII came with many boasts of a completely reworked enemy AI system. I can’t say that I saw much difference from the original when I was playing it. Many enemies had special quirks (such as “doesn’t like players who use potions”), but other than that they just attacked. There were certain points in the game when I was ambushed, or when enemies teleported to places in which in would be hard for me to reach them, but other than that many monsters simply attempted to charge and rend. Personally, I think that’s all they need to do – in many situations it wouldn’t take much “intelligence” to figure out how to best deal with my party if the enemy would just straight out attack.

DSII fits perfectly into the mold of a “plain old RPG”. It beautifully combines character models, landscapes and a well thought-out (if traditional) plot to create one of the best games of its genre. However, its genre – vanilla action RPG – is getting rather old (at least in my opinion). If you are planning on buying it, you should not expect DSII to innovate, or to redefine the RPG. You should expect it to improve on previous games and create an excellent, fun experience – if a rather clichй one.

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About the Author, Sam McIntire (A.K.A Maikadal)

I am a high school kid who has loved playing computer and video games from a very young age. I have always found computers fascinating, and am enthralled by gaming and interactivity with a virtual environment.

I currently review for GamersInfo.net and run a home-based website design company called PCI Studios.