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Monday Gaming Diary: Can’t Stop the Dungeon Siege Train

August 22, 2011 By Keri Honea Leave a Comment

Dungeon Siege III box artI have a ridiculous stack of shame that includes PS2 and GameCube games. I have the Zelda Experiment. Deus Ex won’t be out until tomorrow. So last week would have been the perfect time to polish off a quickie like Gears of War 2 or start my Zelda Experiment, right?

Well, I did start my Zelda Experiment over the weekend, but during the week, I restarted Dungeon Siege III to play as a different character–Anjali. Part of me is doing it because I want to alter my decisions and see how it changes the ending, but another part of me is doing it for the Achievement Hunt. I’m such a sucker for those stupid points that don’t matter.

This time around, I’m playing on the Easy difficulty setting, and wow, is it easy. I’m almost finished, and I haven’t died once. Well, that’s not entirely true. I’ve still died, but my partner managed to stay alive each time to heal me, so I’ve never gotten the “Game Over” screen. Playing as a different character has made a huge difference as well. I played as Lucas the first time around, and while he is a heavy hitter–typical sword-and-shield warrior–he is SLOW and he has very few long-range attacks. For several enemies, especially bosses with status-affecting auras, this makes things really difficult. Lucas may be able to knock out some serious damage with one of his attacks, but the chances of him living for the next shot are super slim. Anjali has a nice split between close-range and long-range attacks, so she stays alive for so much longer. My partner this time is Katarina, and team girl squad really knows how to kick ass and take names. At this rate, I’ll most likely finish my second playthrough before I get the guide for Deus Ex: Human Revolution.

I did start my Zelda Experiment with A Link to the Past over the weekend, but I’m not very far in it to make comments other than the following: “Wow. This game released back in the SNES days and has pretty much identical elements in current Zelda games. This franchise has not really evolved at all.”

I think I have diatribe fodder brewing about Nintendo’s lack of gameplay innovation…

Filed Under: Gaming Diary, This Has Nothing to Do with Strategy Guides!

Dungeon Siege III Mini-Review

August 17, 2011 By Keri Honea 2 Comments

Dungeon Siege III box artBack when I originally dabbled in PC gaming–the Age of Mythology era–I had considered getting into Dungeon Siege when it first released, but I was warned that it wasn’t suited for newbies to PC RPGs, so I stayed away. I never heard anything from the franchise since, until I went to E3 in 2010, when Square Enix announced it was bringing the game back and was publishing it for consoles as well as PC. I wasn’t able to play Dungeon Siege III at that E3 or this past E3, but I was still intrigued by the demo. So I blindly purchased the game, and I was definitely not disappointed.

The best way I can describe Dungeon Siege III is that it is a hybrid of a linear action-RPG and Gauntlet. I say Gauntlet because it has the capabilities of supporting up to four people playing at once, and the combat reminds me a lot of Gauntlet:Seven Sorrows, but with a lot more depth. It’s definitely not a button-masher as combat requires a fair bit of strategy, but it’s not nearly as complex as typical action-RPGs.

My only complaint about the game is how short it is. Playing on Normal and finishing all the sidequests took me only 14 hours to complete. I believe the reason for this is that you have the opportunity to play as four different characters, which gives you different perspectives to the overall story and the opportunity to make different choices throughout the game. Decisions you make greatly affect the ending, which is half the reason why I’m already playing through again as a different character.

Another possible reason why the story is so short could be due to the co-op capabilities. Players can drop in and out of a co-op game at any time, but if you want to play with friends for the whole game, it’s a little hard to get four people to agree to set aside time to play a 30-hour game together. Fourteen hours is far easier to coordinate.

As for the story, it wasn’t the greatest RPG story on the planet, but it kept me guessing. I thought I knew what the twist was going to be, and I was pleasantly surprised to be wrong. RPGs have a knack for being rather derivative when it comes to story, so it’s always refreshing to have a wrench thrown into the gears.

Dungeon Siege III hasn’t had a lot of marketing or discussion since its June release, but it’s a sleeper hit that’s a must for action-RPG fans, especially action-RPG fans who have a small nostalgic pension for Gauntlet. If only there was a narrator telling me that my Archon needs food badly.

Filed Under: Mini-Reviews, This Has Nothing to Do with Strategy Guides!

IGN Guides Turned Wikis – Review or Not?

August 16, 2011 By Keri Honea 3 Comments

My plan was to start the day with a review of IGN’s online guide for Dungeon Siege III, but I was met with yet another wiki instead of a traditional guide. I continued to look through it, because if it’s a professionally written guide, then hey, I’ll review it. Just because it’s framed as a wiki doesn’t mean it’s editable like a wiki, right? WRONG.

The Dungeon Siege III wiki is editable by IGN members, and while I’m sure IGN staffers review all submitted edits, the fact that this is more of a social product takes away from its professionalism. I’m not saying that there’s anything wrong with it at all, just that they’re a constant work in progress. All videos are from IGN staff, but not all words are, and therefore, not all of the content is from the mouths of IGN. Couple this with the fact that most of these wikis start incomplete–the Dungeon Siege III wiki only has 47 of the 60 pieces of Lore listed–and it becomes obvious that there is no timely way to review any of these.

So I put before you all a poll asking if you would like me to continue reviewing IGN’s wikis, or would you prefer I stick with more traditional guide styles, such as print guides or guides that pop up on other websites like GamerGuides.com. Or hey, if you don’t care, you can let me know that too.

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Filed Under: Uncategorized

Monday Gaming Diary: The Zelda Experiment

August 15, 2011 By Keri Honea 2 Comments

The Zelda ExperimentAfter beating two games in one day the other weekend, I did take a few days off, away from the consoles and handhelds. But the call of Ocarina of Time 3D was too great for me to ignore forever. And then…my 3DS was almost hurled out the window.

I ran into two problems during a boss fight; one involved the frustration in trying to get Link to aim while moving and the other involved the lack of recovery hearts in the jars scattered across the room. I’m sure that was a game glitch, but the combination of the two was enough to make me rage quit. I’m sure that if I calmed down, bought some red potion, and tried again I would be fine. However, the thought of trying once again to manipulate where the hell Link is facing, while running and dodging, and while trying to get a correct target lock onto the boss makes me want to curl up into a fetal position and weep softly.

I ranted about this on Twitter, on the EvilCast, and in person to anyone who would listen to me whine. Numerous people told me that since I did not play Ocarina on the N64, I would not have the nostalgia to overlook the horrendous controls. While I can see some truth to this, I have to wonder if it also has something to do with the fact that I’m playing a console game on a handheld, and as such, that could be contributing to the difficulty. The handheld is not the most comfortable thing to hold during extended periods of gameplay, and I can’t help but wonder if the Z-targeting system is better than the L-targeting system, especially when it comes to camera controls.

The thought continued to eat at me, so I started to wonder about how well Zelda games have aged as a whole. Graphics-wise, games like Final Fantasy VII and even Final Fantasy VI have not aged well, but the gameplay is still tolerable, even to someone like me who didn’t play those at release either. So, I’ve decided to take on a Zelda Experiment, where I play all of the major/popular Zelda games that I never played and see if Zelda is an outdated concept. I mean, let’s face it: the ideas behind every Zelda game have not moved forward at all and all have about the same formula. Is nostalgia the only thing keeping this franchise alive?

Even though I’ve never beaten a Zelda game other than DS games–and I’ve been told those don’t count–I actually own all of the games (but not in their original platform formats, sad to say). So here is what is on the Zelda Experiment list: A Link to the Past, Ocarina of Time, Majora’s Mask, Wind Waker, and Link’s Awakening. I shall play each of them to completion or to rage quitting.

This will most likely take a better portion of a year, if not a year, as this will not get in the way of strategy guide reviews. And this is probably a major waste of time, as it will shatter my nostalgic pedestal of what these games represent to me from my childhood. But for science, this is a risk I’m willing to take.

Filed Under: Gaming Diary, This Has Nothing to Do with Strategy Guides!

Dungeon Siege III Strategy Guide Review

August 11, 2011 By Keri Honea Leave a Comment

Dungeon Siege III Strategy Guide ReviewDungeon Siege III is a creation of Square Enix and Obsidian, although neither worked on the first two games. There wasn’t a lot of hype for the game, which could be partly Uwe Bolle’s fault for producing a horrible movie about the original game, which is a shame because the action-RPG is actually quite fun. Despite many people’s misgivings about Obsidian’s hands in the game’s development, Dungeon Siege III turned out to be a beautiful and highly enjoyable game. Prima Games’ strategy guide for Dungeon Siege III turned out to be the same: beautiful and highly enjoyable.

The Dungeon Siege III strategy guide implemented my two biggest requirements for any strategy guide beautifully: maps and easy-to-follow walkthroughs that include sidequests.

Until I realized that I could turn off the auto-camera for the mini-map in my upper right corner, the maps in the guide were a godsend. Since the mini-map turned whatever way I was facing, I got turned around a lot, especially in the underground areas (*coughdungeonscough*). At least with the maps in the strategy guide, I could see that I needed to head west and then just follow the marks on the mini-map compass. The maps were clear, easy to follow, and all chests were clearly marked. Can’t really ask for much more than thatn.

Dungeon Siege III strategy guide pageAs for walkthroughs, they were 100% spot on. DSIII is an action-RPG that is well, quite linear, so while it’s fairly impossible to not find where you’re supposed to go to advance the story, it is very possible to miss out on sidequests. And what is an RPG without loads of sidequests? A very short story that will be next to impossible to complete. If that isn’t enticing enough, there’s also a Trophy/Achievement for completing all of the sidequests along with completing the game. Here is where I put the strategy guide to the test, because if I missed out on that Achievement, well, I probably don’t need to paint that picture for you.

Long story short, I snatched up that Achievement with ease, and I owe a lot of it to the guide’s help. Numerous sidequests were in areas I didn’t think of going–even while exploring–and at times, I never would have found the goal of a sidequest due to its obscure location.

Another element the game focuses on is this idea of Influence with your party members. Players gain influence with other characters by the decisions they make, whether they are plot decisions or dialogue choices. Influence with particular characters rewards players with specific stat bonuses, such as Will or Agility. Every instance of where influence can be gained with a particular character is presented clearly within the cut scene sections of the walkthroughs, thereby making them very easy to find (see the scan of one of the pages to the right).

Following this idea of allowing players to pick which partymembers they want to “attach” to, DSIII also allows for players to customize their characters to fight the way that they like to play. As such, the guide does not advise players as to which character to select or which abilities to focus on for particular characters. In addition to the heavily detailed character sheets presented in the front of the guide–which list the characters’ abilities, strengths, weaknesses, and the like–the guide makes general suggestions for how to select a character’s proficiencies and talents, based on the player’s experience with playing. For example, one of the tips early on in the walkthrough advises newcomers to DSIII to focus on defensive and healing abilities until they are comfortable with the play style of the game. That’s really as far as it goes as to ability planning, which I particularly liked because I never felt that I was choosing the “wrong” character or the “wrong” abilities. The strategy guide never once said, “Use ___’s _____ attack,” allowing players to freely play the game how they prefer instead of using the author’s method as the only one. (See Final Fantasy XIII strategy guide.)

I’ve played games that allowed such deep character and party customization, but it’s not often you find a guide that follows suit and doesn’t try to pigeon-hole players into one character and one party.

Another point worth mentioning is that like the strategy guide for The 3rd Birthday, the Dungeon Siege III strategy guide proves that you can have an incredibly artistic design for the pages without detracting from the guide’s usability. As you can see from the page featured above, all space of the page is filled in with artwork, mostly screenshots. However, it’s done in a manner that doesn’t impede upon the guide’s text or walkthrough screenshots. It’s still very easy to pick out the walkthrough text that you need, and the screenshots aren’t sacrificed in terms of size or clarity to make way for the gorgeous artwork and even developer commentary (which is a fabulous bonus, by the way). Strategy guide designers, please look at both of these strategy guides as standards when trying to make the guides artistic.

With all of these fantastic elements, it pains me to point out that the Dungeon Siege III strategy guide grossly overlooked one pretty important appendix that all guides for current-gen consoles should have: a list of Achievements/Trophies with explanations and tips on how to obtain them. Even if all of the Trophies/Achievements are story markers and very obvious, every guide should contain a list of them at bare minimum.

As a result, this guide cannot be considered perfect. Highly recommended, though, to everyone looking to get the most out of Dungeon Siege III, especially those who are fans of the franchise and die-hard completionists.

SGR Rating: 4.5/5

Author: Stephen Stratton
Publisher: Prima Games
Editions available: Paperback
Acquired via Publisher

Filed Under: Strategy Guide Reviews

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