So the king gives the order to the player to destroy a very historical temple. So the player attacked on this temple. When player reached to the temple the opponents attack on the player and his friend. So the friend of the player was killed by the opponents and the player is only injured. So they get player into the prison. There's no excuse, so we're not going to hang around waiting for one. And yes, we think it does impact on the game itself. An RPG like this is all about exploration.
You want to round a corner and be hit in the face with an awe-inspiring vista, not a few crummy hills and the odd fairly impressive-looking dragon. And that as they say, is that What you get for your money is an exceptionally solid RPG with plenty of life in it but one that doesn't do anything particularly different to anything else on the market and for that reason alone it guarantees one of our shiny new Recommended awards, but nothing more.
It is near the end of the Second Age. You have been hired as a mercenary by Valdis, prince of the North, to eradicate the enemies of his reign. Wealth and glory await you, so you are told. But when Valdis betrays you and your friends at his moment of victory, you find yourself captured by the very creatures you were busy fighting. How could things get any worse? Believe me, they will. Here, your character is again completely under your control as you strive to become a great magician, or fighter, or ranger, or whatever combination you desire.
The character driven story is, like the original title, quite excellent and engrossing, with exciting although predictable twists and turns in the story. A myriad of secondary quests are available, some quickly and easily solved, others making you backtrack to earlier towns or areas in search of previously inaccessible areas.
If you're familiar with the previous incarnation, or any Diablo -style game for that matter, you'll notice the interface to be much the same as the original; an isometric top down view with better zoom and directional control.
The new interface, however, has some differences worth noting. First off, though many new features have been added which I'll discuss later , some earlier controls have been simplified. Personally, I liked the old interface better, but that's just a preference issue.
Products such as potions and spells consume and replenish health and mana differently as well, replenishing health slowly rather than instantaneously, which makes for some getting used to. Graphics are very, very good. A more polished version of the original Dungeon Siege graphics, Dungeon Siege II boasts richer level design, a better, more intuitive 'radar'?
Audio is a mixed bag, with sound effects being acceptable, but voice acting ranging from acceptable to appalling. As far as gameplay is concerned, Dungeon Siege II is a more detailed analysis of leveling and character creations. For example, melee fighters might choose to go the dual-wielding route, or they might specialize in weapon and shield. If you split your time between combat magic and ranged attacks, you can also split your skill points.
These new skills can give you powers, special super attacks that you use and then have to wait until they recharge. The new skill tree system adds more interactivity to the game without taking away from the fast pace and ease of entry.
Action-RPGs rely on two key elements: lots of monsters and lots of loot. The storylines tend to be simple, and actual role-playing elements tend to be limited to some minor interactions with NPCs and gaining levels. It's no Neverwinter Nights, but you can find lots of side quests alongside the primary storyline, and some of the quests require you to solve puzzles or riddles to complete them. Much as with the original, Dungeon Siege II can occasionally be a little too easy, however.
In the first 24 character levels, only one character of a party of four ever actually died, even when taking on creatures 10 levels higher than the party. You're limited to the first difficulty level mercenary until you've completed the game in its entirety.
As for the loot, you'll never lack for that from the get-go. One of the more beloved creatures of the original Dungeon Siege was the mule. He couldn't fight, but his inventory room more than made up for his little failings. If you wanted, you could go through the game with one character and nothing else but mules. Dungeon Siege II includes many more pets, some only available after completing quests, and the mule now more than holds his own in combat. One of the niftiest new features is the ability to feed your pet treasure so he can gain new abilities.
In terms of RPGs generally, it's another reason why is looking a far better year for the subgenre than the patchy What it does well — in fact best — is provide an absolute mass of content. Playing in a completist and exploratory manner, you'll inch through the game gaining power and wondering exactly how long it'll take to get to the end. But if you just concentrate on the main quests, you'll make really speedy progress.
It's a neat balance; a game that's actually possible to get through that still has a towering pile of new things to hit, new things to hit them with and places to hit them. While some caves are easy to locate on the radar, there are other hidden rooms which you need to be a bit cannier to find. When married to Dungeon Siege's streaming technology, this gives the game a sense of solid atmosphere that few others can match.
Finding a cave and descending into the gloom, sword in hand, is an archetypal fantasy moment, and Dungeon Siege nails it like nothing else. In terms of the experience-based system, logically enough a character builds up skills in a certain area by concentrating on that area so if you use a lance a lot you become, er, lancelot. You also level up and gain skill points that can be used on specialist powers. These can allow you to define each of your characters four in the first play-through, raising to six later in other ways.
For example, roguish sorts can lean more towards short-range knife attacks for cutting a swathe through the baddies or use crossbows to do heavy damage at a range.
Since the parties are smaller and you can actually make decisions on the line-up, it adds a huge amount of tactics compared to the original Dungeon Siege. GPG has also made the characters less intelligent, which actually improves the game immeasurably. It's a fairly brutal solution to the problem of the game playing itself, but it just about works. You have to pay a lot more attention to your charges — made easier by the reduced number — or things go wrong fast.
While its death penalty is non-existent return to your corpse to get everything back, or pay a necromancer to bring it back to you , if you miscalculate you'll die a lot.
Until you master the room-clearing special powers things can be a bit tricky. You have a choice of hiring this or that character, or spend more gold on buying powerful items to get that winning edge, or even buy a pack mule to hoard more stuff on dungeon crawls which you can sell later on — the stuff, not the mule.
You can develop individual combat strategies via the AI slider that lets you dictate how characters behave in a fight, whether they chase after foes, stay in the background as a supporting spellcaster, form a defensive firing line or jump in swords drawn.
The enemy AI is mostly cannon fodder, but the party AI is so great that, once properly calibrated to your playing style, you can simply click on an enemy and watch the ensuing chaos. You can move around screen elements quite freely.
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