Dungeon Siege 3 Demo: "Mini"-Review
Those of you who frequent Steam may have noticed that the demo for Dungeon Siege 3 just became available, ahead of the game’s release later this month. I had a chance to sit down with it and play it through last night, and scribbled down a few notes as I went.
I also remembered, about five minutes into the demo, that playing a Steam game means easy screenshot capturing. Hence:
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With that in mind, let’s start with the graphics. The game looks really good. Not ground-breakingly good; there’s nothing particularly next-gen about the Onyx engine that’s on display here, and object/character models don’t have ludicrously high poly-counts. The Samaritan trailer this is not.
But equally: so what? The engine is no slouch; the scenery, object, and character models look really good and boast lots of intricate detail, and the magical effects are dazzling without being comically overstated.
And the lighting…the engine handles light very well. Nighttime scenes at a burning mansion, dim and dusty chapterhouse interiors, country roads and villages at dawn, and deep caves all look terrific, and the interplay of light and dark in each seems unique in how it is handled.
The original Dungeon Siege was praised for the impressive vertical scale of its scenery, and Obsidian have managed to capture some of that same magic here; waterfalls, canyon vistas, and a town built on a rocky hillside are where this is most apparent.
The one dungeon you get to storm through in the demo, however, doesn’t make as much use of this; it doesn’t convey the same sense of a plunge into the depths of the world as did some of the dungeons made by the Lazarus or U6P teams. There were a couple areas in it that made…decent use of verticals, and in one case this worked to make the cavern seem quite large. But in general, the dungeon seemed a bit shallow; I’ve seen better vertical depth in some areas of Torchlight.
Actually, Torchlight is worth a mention here not only because of the dungeons, but because there were…more than a few points during the game where I got a bit of of a Torchlight vibe. Little things — like the use of “ember” to modify and ehnahce your character’s stats and abilities, and the way loot flew out of bodies and chests — brought Runic’s runaway hit to mind as I played.
Dragon Age 2 is also worth a mention here, since Dungeon Siege 3 also feels a lot like that game in various ways. The control scheme, for example, felt a lot like BioWare’s, as did the camera and zoom controls. Conversation sequences felt almost like a fusion of the Dragon Age: Origins and Dragon Age 2 models; the conversation interface was, like the original Dragon Age, split into an upper portion where the NPC was visible and a lower portion where dialogue options were overlayed on a tinted layer…but the dialogue options themselves were presented on Obsidian’s interpretations of the dialogue wheel that BioWare has been using in their recent titles.
(That said, unlike in a Dragon Age or Mass Effect game, there didn’t seem to be any sort of morality points associated with particular dialogue choices.)
The way the world was built also reminded me of Dragon Age 2; woodland paths were fairly linear with only small side excursions, and towns were only marginally better. The sense of an open world — i.e. a world where you could just go exploring anywhere it suited you — was not conveyed, and there was at least one loading screen separating the opening sequence (a run through a burning mansion) from the middle portion of the demo.
I don’t know whether the Onyx engine supports the same sort of continuous worlds that made Dungeon Siege the go-to engine for Ultima remake teams a decade ago. If not, it still does reasonably well in allowing for the creation of particularly large areas that can feature multiple types of terrain (the middle and end portions of the demo all take place without once ever presenting you with a loading screen, despite taking place in a variety of interior and exterior settings). If the game ships with a development toolkit, I could see the argument for using it to build Ultima-related projects.
It’s also worth mentioning that while the demo doesn’t allow you to save your progress, it does let you get a look at the save mechanic that the game employs; there are save points (marked by a pillar of light, and by a leaf on the overhead map in the upper-right part of the screen) which appear periodically throughout areas. The spacing of these is well thought-out, and you shouldn’t lose significant progress due to periodic deaths as long as you use the save points as they come. (I don’t know whether saves will be automatic or manual, although I suspect they will be automatic.)
What’s left to discuss? Oh, right…combat.
Combat is…well, Sergorn Dragon, via Twitter, likened it to Baldur’s Gate: Dark Alliance, and though I’ve never played that game I suppose it’s an apt comparison. To me, combat tended to have the same “gangbang” quality that the original Dungeon Siege did; enemies rush at you in mobs, although the ones with bows or muskets will keep a bit of distance and will shoot at you.
Fighting mostly involves a lot of clicking, although there are a few special moves that can be deployed to help you defeat groups of foes; I played as the Archon character, who in her “Fire Form” can summon a conflagration up around herself that simultaneously heals her (and any party members) as it damages enemies. And in her “Human Form”, she can do tricks with polearms and roundhouse kicks that damage multiple foes at once.
(Eventually, I figured out that the easiest way to deal with groups of foes was to quickly transition to “Fire Form”, call up a conflagration, then transition back to “Human Form” and make with the kicking and the spearwork. I died less often then. Except for the final boss fight…there I basically just played in the “Fire Form” and shot fireballs at the boss while relying on the conflagration to take out her minions.)
Overall: There wasn’t anything in the demo that stood out as ground-breaking, and there was a lot in the game that seemed borrowed from other titles, but Dungeon Siege 3 nevertheless came across as a well-made, reasonably engaging, smooth and stable game. It looks great, and runs well even at full HD resolution* (on a Core i5 system with a 1 GB Radeon HD 4650 graphics card). And even though I can’t put my finger of exactly what, there’s something about the game that invokes a certain Ultima-esque familiarity.
The sensitivity of the camera (which rotates about the character when you press the A and D keys; this also changes the direction your character walks) take a minute or two to get used to, and some have argued that the control scheme is more optimized for a controller than a keyboard. I didn’t really get that impression myself; the game handled very well with the mouse and W-A-S-D. Moving during combat was sometimes a pain, however.
All in all, I think Obsidian have a solid game here. It doesn’t feel all that much like a Dungeon Siege experience once all the pieces are put together…but not in a bad way. Obsidian have taken Gas Powered Games’ original monster-killing romp, modernized it, and made some changes that, overall, have improved on the experience. It’s not perfect, but I’ll definitely enjoy playing through the campaign once it releases.
And despite the fact that it probably won’t happen, I’m still hoping that Obsidian will release the game with a toolkit; I could see it becoming a very powerful and worthwhile vehicle for Ultima fan projects if that happened.
* Note: I started playing the game in full-screen, but switched to a lower-resolution windowed mode after a few minutes in order to take screenshots…and notes.
I played the PC demo and couldn’t even be bothered to finish it, I just don’t like the general feel of the game even though I played DS 1 & 2 to death and loved torchlight. It’s a cheap excuse these days, but I can’t shake off the feeling they had to compromise on the PC version to get it to work on consoles as well.
Holy shit man, that was a detailed and wordy review. Thou hast too much time on thy hands! Good read/write, though.
I have to agree with Nerghal, I played it for 20 minutes before quitting it, deleting it, and removing it from my Steam wishlist. Just didn’t care. The controls were a little wonky, and the menu system was atrocious and obviously geared towards consoles. On top of that, any supposed RPG that doesn’t let you create your own character, or at least customize their appearance immediately loses points in my book. It’s not a must, (I LOVED Torchlight) but it’s definitely a strike against it. Too bad because I loved the first two. Oh well, maybe Torchlight II will be along soon.
Judging from the comments, I might have to give this a try.
I tend to dislike loot based rpgs like the original Dungeon Siege/Diablo/Torchlight/Borderlands. Maybe this one is a bit different?
Yeah from the demo Dungeon Siege III is pretty much a Dungeon Siege in name only, both in term of gameplay and game world (which seems only loosely connected to the previouses episodes).
DS1/2 and DS3 are both hack’n slash games… but that’s about it.
In all fairness though Dungeon Siege was hardly anything to write home about so I can’t say this bothers me.
As Kenneth mentionned, I think this feels very much like a spiritual sequel to the Dark Alliance/Champion of Norath series which were pretty damn awesome hack’n slash action RPG released on PS2 a few years ago. So it’s pretty lite on the RPG aspect – and in truth you could likened it to the likes of Gauntlet – but pretty damn fun if you like the genre. (Altough DS3 does seem to go farther than usual in term of dialogues/quest, but it’s hard to tell from the demo only).
I’d agree about the consolised menu, but I guess it just can’t be helped these day. As a matter of fact the games DOES feel much better playing with a Gamepad – it was obviously made for it.
While I don’t agree with some of the criticism I’ve read elsewhere that the PC controls are atrocious, they did felt a tad off to me, notably in term of handling the camera (even though you don’t technically NEED to handle the camera since it seems to be handling things pretty well itself). This might be however because it strays aways from the usual point’n click approach hack’n slash PC games tends to use – it feels wrong having tu click on the keyboard to interact with items, and not being able to remap keys is the biggest sin here. I loved moving around with the right mouse button though: it gave a real U7 vibe here !
On and yeah the Onyx engine looks glorious, graphics are very neat and it’s all very smooth… I think Obsidian has a winner on this point and hopefully the game will prove to be more stable than their earlier efforts. AFAIK the whole game IS basicalyl seamless beyond the tutorial areas, so this would certainly fit for an Ultima – another reason to give Ultima a chance to do an Ultima game (I can dream!).
I don’t feel this demo deserve the hatred it seems to be getting on PC-centric forums (reaction seems to be much more positive from the console), it appears to be a very solid hack’n slash game, and I’d argue more solid than the original Dungeon Siege was. You just to know what to expect basically.
This is an Obsidian game. They almost certainly managed to find a way to stick in a mindf*ck of a story, somehow. 😉
The game looks beautiful, but I guess I could say that about many of its ilk. Unfortunately, from the description, the gameplay “sounds” as if it is bereft of any necessity for complex battle strategy.
All-in-all, I think there are other hack ‘n slash games (even outside of a fantasy setting) that are better games, if not better looking.
The thing you can’t really judge the battle strategy aspect (though I loathe to use the term for of hack’n slash game) from this demo since it offers little more that that the tutorial area and part of the first village.
I wouldn’t dismiss it out of hand since it seems to offer quite a bit of different attack skills and the demo was already challenging enough so that you can’t just stick to mindless clickfest.
In any case, it looks to me to be a better HnS games than DS1 was.
Yeah, I played it for a while and deleted it too. If I wanted a console game, I’d buy a console game!
I’ve been a PC gamer for about 25 years now, and it saddens me to see that market going away. Console games are much more simplistic for a few reasons:
* Small controllers mean few options to use. Can I cast 10 different spells in a fight? Nope, I have only a few buttons.
* No mouseover/tooltips. Really? Do they get people who’ve never used a web browser to playtest this junk?
* 10-foot menus instead of 1.5-foot menus. This has been done to death; if you have a console-style menu you can see it instantly.
* The entire mouse interface is PC-centric – how do you use a targeting reticle, drag-and-drop, etc with a console controller?
* Consoles are much more about children than PCs are; and many of the games show that.
* Since console games must be ultra-simplistic in terms of interface, there should be room for more complex storyline. Too bad it doesn’t seem to happen that way. You get the same story that a PC game could tell, but with 10 times the customer base.
* I could go on, but my point is clear. Consoles have made gaming a very shallow experience as a result of low consumer entry fees and low interactivity.
Your points aren’t really invalid, but just because a game is being executed on a PC doesn’t mean it has to have a complex user interface. If it needs a complex UI but only has half-assed gamepad support, then that is pretty crappy.
I’d also argue that the use of a “simpler” input device such as a gamepad doesn’t necessarily have to translate into shallow control. A standard PS2-style gamepad has 16 digital inputs (four shoulder buttons, four traditional buttons, four d-pad “buttons”, two Start/Select buttons, and depressing the two analog sticks). That’s 62% of the alphabet, to put it in classic Ultima perspective. Add to that two analog sticks, which, while generally less precise, is the rough equivalent of having two mice.
Now consider that holding that gamepad in a typical stance allows the depression of six digital buttons and movement of the two analog sticks without having to look at the controller or move a finger laterally. Moving the left thumb slightly to the left allows access to the four digital buttons of the d-pad. Moving the right thumb slightly to the right allows access to the four digital standard buttons.
I won’t make this a book by discussion the possible combinations of these controls, but the point is that with logic, creativity and proper playtesting the ability to interact in a complex and meaningful way with the game world could be achieved with nothing more than a gamepad.
Whether or not anyone’s really doing this, I don’t know. I’ve seen a lot of shitty control schemes for gamepads in my day. 🙂
Because consoles are cheaper they do have a larger user base… No argument. That probably influences games to appeal to a more general audience, in other words more idiots. Since most all AAA games are now “cross platform” it looks like the consoles are winning out and the PC ports are inheriting their half-baked controls. That is a shame.
I also think FPS’s on a gamepad are pure shit. Nothing beats a mouse and keyboard for that. I’d love to see some cross platform deathmatch between the two, haha.
In any case, the gamepad has great potential to rival the mouse and keyboard for many types of games, including those supporting complex interactions with the game world. Methinks ye olde game dev fools are just hit and miss with it.
FPS on gamepads works very well. Argue all you want about sensitivity being better with the mouse – which is true, but the fact is also that as far as actually moving around, an analog stick beats keyboard by a long shot. So basically both controls have their pro and cons.
Personally I go with gamepad even on PC games when I can – simply because this is more comfortable to use than being hunced over a desk/table with mouse/keyboard. And truly the small loss of sensitivity hardly matter in solo games.
That being said I’ll go with the unpopular view of saying that if you can’t put controls that works flawleslly with the 14 buttons and two analog sticks a controller offers… you just suck as a developper. Period. There are *very* few games that would actually require the use of the entire keyboard set.
The thing is the “dumbing down” has nothing to do about controllers – it’s simply about gathering to a larger market, and the market IS larger on consoles. Nothing, nothing less.
I mean… do I need to mention Ultima VIII ? This is a perfect exemple of a game series being streamlined/dumbed down to appeal to a wider audience… and consoles weren’t into the equation. And this is not the only case like this (King’s Quest anyone ?).
What I mean is that the issues is not “consoles” per se, it’s simply the wider audience approach – and this is something that didn’t wait for consoles to become the main gaming medium to happens.
The issue however – is that very few developpers bother to create specific interface for consoles and PC – most of the time, they just create the console interface and lazilly ports it over the PC. I don’t know if it’s just sheer lazyness or a lack of time, or both… but that’s what hurt the PC experience for many people. But I just can’t really excuse a developpers like Obsidian not doing this properly when I see smaller developpers like Reality Pump or Spellbound doing it.
(For instance Arcania had a very specific UI depending on the version : the consoles for instance used lsit based inventory like all RPG do today…. but the PC version had a slot based inventory like in NWN2 and we used to have in most RPGs before they begun doing crossplatform).
In the case of DS3, while I don’t think the PC UI is that bad (rather… unusual) there’s no excuse for not just doing a simple point’n click hack’n slash interface that would have pleased everyone and worked very well with the gameplay provided.
Well said, and good point about gamepad strafing accuracy versus orientation accuracy. I’d never thought about that but it’s true. Sometimes you are so spot on I wonder how we ever lock horns…
You were talking about list-based item selection. Tell me what you think about this method:
Hold L3 (equip/swap left hand) or R3 (equip/swap right hand) to bring up a circular inventory list. Move the corresponding L or R analog stick to highlight the desired item, then release L3 or R3 to equip/swap it. I was thinking about using that method as I’m trying to avoid normal up/down menus.