|
Classes/Pumping
up your character
Face
it. Being a low level character SUCKS. RPGs only really get
fun when you start to level up and get to be a major bad ass.
Sparks are bad, massive fireballs that char your enemies into
BBQ briquettes are good. Daggers bad, six foot long electrical
swords with barbs, hooks and optional fuzzy dice good. You
level VERY quickly in Dungeon Siege. Compared to other RPGs,
it's just amazing and suits the whole feel of the game very
well. There's an incredible amount of combat, and you get
rewarded for all your hard work/killing.
DS is
interesting in that there's no real "class" you
pick when you start. There are four basic skills you can level
up in. Ranged weapons, melee combat, nature magic and combat
magic. All you have to do is use that form of combat and you
level up in it. Want to be a warrior? Just use melee weapons.
Nature mage? Equip and use nature magic. Yes, it's that simple.
Your stats don't get fiddled with either, they'll increase
automatically as you journey. I just know this sort of thing
is going to annoy some of my hard-core RPG playing friends,
but I really like it. Much less micromanagment, and worrying
about messing up your character too badly.
Inventory
and Bob the mule
Standard
RPG inventory system. Just drag items onto your character's
image to equip it, (assuming he/she is capable of wielding
that item.) drag it to another character to give it to them,
or drag it over the ground to drop it. The inventory (oh glory
glory!) has a "sort" button that auto-arranges the
items you are carrying at the time. No more spending all your
time trying to figure out how to put things in a certain order.
The autosort works quite well, but I did occasionally have
to shuffle potions and smaller items around to fit a large/long
item (usually a sword or axe) into my pack. Another very sweet
thing is the ability to select items and party members by
just dragging a box around them. Click on the items, and your
party will spread out and collect all the gear near them.
Saves some major clicking work.
Spells
must be placed in spellbooks to be used by a mage. Each spell
book can hold twelve spells, but I usually found myself only
using a few of the most powerful/useful ones.
You may
also hit CTRL and click on an item. If you do not have any
other inventory open, it automatically drops it. If you have
more than one characters inventory open it will transfer the
item to the next character in line. When purchasing items
from a vendor, having CTRL down will automatically transfer
the purchased item into your selected characters inventory.
An interesting
inventory note: Each character can equip a complete set of
gear. Armor, rings, amulet, melee weapon, ranged weapon, shield,
etc. You get the bonuses from magical gear that is equipped,
even if not currently in use. (Ex. If a shield gives you +2
to your ranged skill and you are using a bow, the shield is
on your back.. and you get +2 to ranged regardless.) Very
cool.
Normally
when I think mule, some guy moving drugs back and forth across
the border comes to mind. In this case however, we're talking
about a vital member of your party in Dungeon Siege, the pack
mule. Ever get pissed off in an RPG, 'cause you've got all
this great loot, but you have to leave half of it behind when
your stupid backpack runs out of space? I'm guessing that
the Gas Powered guys have too, and they've solved the problem
with some elegance. Just buy a pack mule. Or two. You sometimes
go a long, long time without running into a merchant, and
you collect a massive amount of gear in that time. Just load
it onto your handy dandy pack mule and away you go. The only
downside to these critters is that they take up a spot that
you could use for an extra archer or fighter, and you DO have
to make sure you defend them. Your tiny beast of burden will
defend himself, sort of... But kicking a wraith, when it's
hammering on you with a sword really isn't a good way to win
battles. And you don't want to see the explosion of items
when your mule actually (*ahem*) "packs it in".
I think
it's pretty funny that you can also control your mule directly.
DS is now the #1 selling RPG where you can take on the challenging
role of a donkey. The donkey is unfortunately unable to open
doors or control lifts, but he can count up to five and answer
yes/no questions.
Combat,
spells and controls
Nothing
too hard to learn here in the way of controls, everything
is pretty logical. Clicking on an empty area will cause the
party to move there, attempting to stay in the formation you
set out for them. Formations are vital in DS. Set your characters
up wrong, and your spell casters wind up on the front line
of the battle, rather than in the back where they should be.
Surrounded by enemies? No problem, set a circle formation
and protect your packmule by placing him in the middle. You
can easily change the direction and the spacing of your formation
with a few quick mouse clicks.
Clicking
on an enemy will attack that creature, clicking on a door
or chest opens it, clicking on a barrel breaks it, etc. You
can control each character in your party, or you can control
them as a group. I found myself controlling them as a party
most of the time, as it makes it much easier to take down
monsters when everyone is concentrating on one. Thank god
for the pause key, as you can give every character a command,
then unpause and watch them do it. The combat is DS is probably
the most frantic I've ever seen in a game, busier even than
Diablo 2 combat and you're going to need that pause function
to make out who's who and what's what once the spells start
flying and things get confusing. There's also quick "drink
mana" and "drink health potion" buttons a the
bottom of your screen, although they don't seem to always
work when clicked on.
Your
characters will also attack the enemy automatically, depending
on how their orders are set. They can defend, attack at will,
pursue, hold ground etc. You have to watch how you have the
behaviors set, as enemies will frequently retreat and draw
your unwary battlemongers into an ambush situation. Dividing
your forces in the face of a massive assault isn't generally
the best plan.
There's
some very nice touches in the hud. Each character has his/her
health, mana and currently equipped melee/ranged weapon available
with a click of the mouse, as well as two spells in his current
spellbook. I would have preferred to have four spells available
for each mage in the quick menu, as it would have allowed
a wider variety of casting during combat. Fights are too frantic
to be constantly scrolling down your list of spells to pick
the one you want to use. There's a huge variety of spells
available. Some heal, some pump up your party (there's tons
of these available to nature magi.), and then there's my favorite.
Combat spells. Oh yes. There's nothing quite like raining
flaming death on your enemies, summoning dark creatures to
kick some ass for you, or sucking the life directly out of
your enemies like a lawyer on a juicy
case. There's something in here for everyone, and having at
least one mage of each type will give your party a major advantage
in their journeys.
|