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Dungeon Siege
Review by Skinny Minnie
May 2002
Do you desire to delve into a role-playing game but feel unanimated
about anime or blasé about turn-based battling? Have you
been dealt a deathblow by the Dexterity Department of the action
gaming world? Do you also demand to see full screen-sized, three-dimensional
characters instead of one-inch high sprites in an RPG sometime
before your demise? Well, flail that mouse-clicking index finger
of yours into the air, flip it flagrantly at the gaming gods,
and consider yourself officially flung into the RPG fray, okay?
Yes, you are solely one mouse-clicking finger away from having
an invigorating, addicting, real-time fighting RPG experience,
and you don't even have to dress up for it. You are first deposited
into the gorgeously three-dimensional Kingdom of Ehb as a lone,
lowly farmer. Dungeon Siege's single-player game actually
houses many sumptuous geological locations, including lilting
forests, spooky crypts, medieval towns, dusty mines, swampy bogs,
opalescent ice caves, boiling lava pits and imposing fortresses.
All you'll have to worry about straightaway is your home on the
farm, though, after you choose your gender, facial features, hair
and skin tones, and garb in the Start New Game menu. You can also
shut the gore off and set the game play to Easy (but tell everyone
you played it on Normal or Hard). You can adjust graphics and
difficulty settings as you're playing along, too.
The Siren Wails
My poor peasant girl, dubbed the Siren, had nary a chance to
toil over her crops before a dying friend hobbled over a nearby
bridge to impart most of the game's plot in a few sentences. The
local fauna had mysteriously been prodded into attacking the farming
community, and the Siren was commanded to head for town and seek
help in battling whatever was ultimately behind this uproar. The
Siren could then be seen wielding only a small knife, and I wiggled
my mouse around in a panic as "krug" (bearish, troll-like
creatures) slowly began to charge at her. The first thing I noticed
was the whole beautiful farmland rolling ever so gently in response
to my edge-of-screen cursor movement, a compass in the upper right
corner changing to reflect the direction of my current view. What
a great camera system! Quickly noting an unoccupied area of the
Siren's homestead, I swerved my mouse cursor to it and clicked
once. The Siren obediently galloped there, happy to take a breather
and get her bearings. I only did it for her.
Glancing to the upper left of my screen, I saw an icon of the
Siren's face followed by four slots. The first slot held the knife;
the others were empty. At the bottom right was a little command
center with various icons. Did I want the Siren to hold back,
attacking only when attacked? Did I want her to roam freely in
offensive pursuit of all enemies, perhaps targeting the strongest
one first? Did I need to access my automatic notebook of quests,
or the mega-map? Did I want to exit the game, or just save it
every two minutes? It was all there, each icon and command only
one mouse-click away. I also noticed that by rolling the scroll
wheel of my mouse up or down, I could zoom in on the scene to
see the exciting and gorgeous details or zoom out for the Siren's
safety, providing maximum area viewing. (If you are scroll button-impaired,
you may program both zoom in and zoom out to keys on your keyboard.)
The entire world was also seamless, with no load times except
for the initial one when entering the game from the Start menu.
Bug the Krug
Finally, I focused on the matters at hand. (Here come the krug,
here come the krug.) What is that sparkly thing on the ground?
Click on itnow! (Here come the krug, here come the krug.)
Where did it go, and what is that strip with the arrows on it
attached to the Siren's face icon? (Run from the krug, run from
the krug!) Oh, that strip opens my inventory! The gold
book inside is a spell book, that sparkly thing I picked
up is a spell, and if I left-click on the spell it flies
right into the book and shows up in one of those weapon slotswoo
hoo! (Come and get it, krug! Come and get it, krug!) I clicked
on the slot with the Fireshot combat magic now housed in it, and
the Siren went to town fighting on her very own. If I wanted her
to target an especially crabby krug, I just left-clicked on him
and she obediently flung her Fireshot in his direction. I was
hooked! It was both an intuitive and exhilarating experience,
this Dungeon Siege battling! Krug dropped like flies, as
did gold, more spells, and archer's bows and close-combat melee
weapons like axes, swords and hammers (which needed only to be
dragged into weapons slots in inventory to equip). Unfortunately,
likewise dropped the red life bar and blue mana bar near the Siren's
face icon, although they quickly rose back up again on their own.
Combat, in a Mana of Speaking
Acquiring a new nature magic electrical spell called Zap, I added
it to my spell book, and it showed up in another weapons slot.
Like combat magic, nature magic drained the Siren's blue mana
bar down with use. Certain felled krug did drop blue vials of
mana replacements, though, as well as red health-increasing vials.
Like everything else in this game, I only had to click on them
to add them to inventory and to use them. I finally noticed actual
health and mana icons at the lower left of my screen, which, when
clicked on (you knew that was coming), topped off the Siren if
she was under 50% full of either one (and later could be used
to simultaneously rejuvenate all ailing party members).
Spell casting was visually impressive but sadly slow in delivery.
I came across some fast-attack melee weapons and archer's bows
as I made my way through Dungeon Siege, but not so with
the combat and nature magic. The use of spells did not build up
the strength or health points of the Siren at anywhere near the
rate that melee weapons did, either, rendering her too weak to
wear the heavier armor or wield the more powerful melee weapons
as the game progressed. Of the two, combat magic packed a greater
punch than nature magic from the get-go. Both types of spells
facilitated an increase in intelligence points, however. This
allowed the Siren to wield slower attack weapons like staffs,
which frequently bore magical properties that would increase her
health and mana points when put in the melee weapon slot. I only
swapped melee weapons when finding something intriguing, magical
and useable at the Siren's strength level, like the melee Hammer
of Coldness. That baby claimed a 10% chance of turning baddies
into ice cubes with every swipe, and I never got tired of watching
that event! Even though the Siren did not actually use ranged
weapons like bows or the quite rare guns, I did come upon a magical
bow here or there that I left in her ranged weapon slot so she
could take advantage of its health or mana-increasing properties
as well.
A real strength of this game is that whatever attack specialties
you choose for your characters will cause certain of their personal
attributes to increase to higher levels in response. Melee weapon
characters, axing through the front lines of battle, will quickly
gain strength and increased health. Archers will increase in dexterity.
Spell casters will gain intelligence and increased mana. You will
find, though, that strength and health come more slowly to archers
and most slowly to spell casters, unless you branch out their
attack skills to include quite a bit of melee as well.
A Tale of Woe
The Siren blazingly battled bright blue, behemoth bugs, barreling
boars, and even a bear. She also passed through much lush greenery,
and then later cleared a path right through hordes of skeletons
and gargoyles underground via some stony crypts. Along the way
she talked to and took on quests from certain nonplayable characters
(via rolling text only for the most part). "Clean my basement
of krug" ranked only slightly higher than "Clean my
basement of mold and mildew" on the popularity chart, but
that particular bloke allowed my heroine to raid his place for
goodies afterwards, so whatever. The lack of truly compelling
side quests, back story, and cutscenes were this game's weakest
aspects, barring it from a Skinny Minnie all-star rating. A to-do
list like "Please find and return my trilogy of spell books
that various people in town have borrowed," or "Let's
help Merik retrieve his magical staff so he will join our party"
get the vanilla award. There was some light puzzle solving here
and there, involving collected inventory items being used to trigger
new pathways or to right magical wrongs of the past. Even so,
I wish they had tied more compelling quests into the "Mysterious
Force of Evil Behind All These Attacks" back story much better.
There was a weak plot and kingdom history in Dungeon Siege,
but it was mainly revealed through the finding of various
books that, although well-written and poetic, had no influence
on the game's outcome. They did describe landmark people, places,
events, and even critters of Ehb down through the ages, but some
mention of these facts by the various NPCs I met throughout the
game would have given them a stronger tie-in. I came across these
books in dungeons, crypts, caverns and the like, but I subsequently
wound up selling them for gold to free up precious inventory space.
The game manual also added some poetic background information
for each area, but I still would have preferred more gaming interaction
to glean the story from.
Party Time
The Siren did come upon a compatriot named Ulora in the wilderness,
who offered to fight alongside the Siren. I equipped Ulora with
an archer's bow, and her dexterity (and to a much lesser extent
her strength and intelligence) rose quickly, enabling the use
of new and better bows as they were dropped by fallen foes or
found in goodie stashes. Ulora, much like the Siren, was not strong
enough to wear the heavier armor by game's end, though. An older
gent named Gyorn, whom the Siren was supposed to contact in the
town of Stonebridge due to another quest, actually joined the
party for free as well and promptly became my main melee fighter.
Each character came with intrinsic and differing capabilities,
but I was able to mold them to my liking naturally by just equipping
certain weapons and subsequently leaving them to fight on autopilot.
I mainly clicked solely on the Siren to designate her leader of
the party, clicked on where I wanted her to go within the landscape,
then all other party members just followed along behind her. As
the story went on and the party size (which could go up to eight
total) and the action increased, I did actually break down and
program one hot key (gasp!) defining the Siren and two melee characters
as cooperative leaders to the rest of the party. That way, those
three would dash in first, programmed to attack the strongest
character. The weaker party members would then fall in behind,
using bows and arrows and nature magic spells against the weaker
enemies from a distance. I could also set some of them to fight
only in their own defense at times, using the simple icons at
the bottom right of the screen.
Many more keyboard-programmable commands were available, but
I made it through the game without them. I preferred to fight
on the fly in real-time, although there was an option to pause
the action with a keyboard key. It was then possible to issue
commands to the characters while in pause mode, then unpause the
game and watch the resultant havoc. Should that sound too much
like work, rest assured that you can leave all members to their
own devices and just pump the health and mana icons in the heat
of battle, possibly having spell casters switch gears to heal
party members (or resurrect dead ones) here and there.
One last point about human party members: I did not need to pay
for any of them. I'm not saying I didn't bribe a prospective party
member with gold to join us, I'm merely saying that I shouldn't
have. I got plenty of fine coconspirators who merely volunteered
their services, shaping up into great warriors as the thrilling
battles ensued.
Let it be said that Zed, the nature magic sorcerer hanging out
in Stonebridge, was a conniving, greedy liar. His claim to fame
was nature magic healing, but Zed the weakling baby was the one
who constantly required healing or downright raising from the
dead. A woman's work is never done; he was just another drain
on the Siren's mana, I'll tell you. He also wouldn't listen to
commands to save his lifeliterally! I tried all kinds of
things in a hopeless attempt to hold him in the back of the line
or to keep him out of the fray of frontline battle. I dragged
his little face icon all the way to the bottom of the list. I
even tried putting my pack mules (who are described further below)
in front of him. I made sure the attacks he used were long-range
so he wouldn't need to come up front. I commanded him to hold
back and only to fight in his own defense. Still, every stinking
time the Siren turned around in the front lines, she was tripping
over Zed. I nicknamed him Zed the Dead. He would actually barrel
right up behind her even when there were no enemies present! I
think he had the hots for my Siren. I could actually have chosen
to force Zed to break from the group and get left behind with
one mouse click on the correct icon, but I couldn't quite bring
myself to abandon him to the wilds of fate, either.
Bad to the Bone
The baddies in this game were quite varied in appearances and
attacks. Some bore many of the same types of bows and magical
melee weapons that my party did or cast spells full of special
effects. Others had their own intrinsic biting, snapping, swatting
or flying attacks instead. All manner of wild animals, crustaceans,
bugs, spiders and fish both foreign and familiar attacked from
the forests, mines and swamps. The crypts, dungeons and fortresses
bore witness to gargoyles, skeletons, trolls, zombies, demons,
and bloodied corpses. Frozen caverns offered scores of icy, translucent
creatures who flew like bugs or appeared as Ice Archers, attacking
with frozen, see-through bows and arrows (those Ice Archers were
visually my favorite villains of the whole game). Mushroom-spawning
caves contained large, vividly colored crystals that hid crystal-impersonating,
green electrical bolt-throwing enemies.
Baddies did not spawn again once killed (except for one with
about 8,000 hit points to begin with that needed demolishing,
ahem), so I could usually backtrack for goodie pickups without
fear once an area was cleared. As the game progressed, enemies
had higher and higher hit points, which means that they took more
and more of my party's attack hits without succumbing. I felt
fearless, though, because my party was building in experience
and strength all the time too, and I could shop 'til I dropped
in the sparsely located towns for better armor and weapons. Throughout
their travels, my party also found many barrels and crates to
break open, as well as hidden treasure chests that contained additional
armor, gold, weapons and spells that I could pick through and
equip them with in between towns.
Painting the Town Red
Besides being able to buy upgraded armor and weapons, which the
characters needed varying experience points build-up to use, I
could also purchase different spells if I didn't acquire them
out yonder. This option for commerce was presented by vendors
in the towns and outdoor caravans scattered about. Those pit stops
were too few for my liking, though, especially toward the end
of the game when I really needed them. Transport spells were not
available in Dungeon Siege as a quick means to travel back
and forth to the vendors, either. This meant either a lot of ground
hoofing to return to them, or much discarding of loot out in the
field for lack of carrying space. There was an almost unending
wealth of weapons, spells and armor that could be earned through
the adrenaline-surging battles of this game, but what to do with
it all? In desperation I bought two of Dungeon Siege's infamous
pack mules (who comically sport useless mana bars) for their extra
carrying capacity, but even at that I left many items behind as
I went along. As much as I loved the critters, I got a little
tired of chasing my skittish donkeys as they fled during the livelier
confrontations. I also became weary of trying to pile them on
to small lifts and elevators so they didn't get broken off from
the rest of the party in certain medieval buildings and underground
locales.
A Few Points
At first, Dungeon Siege seemed to have too much a lack
of control over what spells could be used, compared to a game
like Diablo where your character earned experience points
and you applied them to whatever categories (like fire spells
or lightning spells) you wanted. I was relying upon picking up
whatever spells came along and hoping I had enough required experience
to put them to use. However, once I came upon the spell vendors,
my attitude changed drastically. Yes, I could buy spells that
the Siren wasn't able to use until she had more experience, but
I could also sell back spells that I tried or found along the
way and didn't like. There was also quite a plethora of exciting
spells available, ranging from combat categories with nice special
effects to healing for your character, another party member, or
even a whole party at once. I also got the same money back when
selling spells (or armor or weaponry for that matter) as what
they would normally cost! Bad choices did not wind up being costly
like in dear Diablo, where you got ripped off royally when
you sold things or lost valuable experience points forever because
you made unwitting initial choices in where to invest them.
Sounds Like a Hit
Despite a party strangely devoid of any vocalizations whatsoever,
their weapon and spell sound effects were varied and sometimes
even unique. Most enemies, on the other hand, emitted war cries
of one sort or another, which gave the main clues of an impending
ambush. Sparse were background noises, with hardly more than a
footfall to disturb the stunning scenery. The new-age musical
orchestrations, however, were absolutely top-notch. They soared,
they swelled, they rumbled warnings, and they did it all with
much elegance and variance throughout the game.
It's a Wrap
When the game was finally over (albeit sans a satisfying ending,
although the final battle was a lulu), I could have moved on to
the multiplayer battles had I so desired. Even without the multiplayer
option, Dungeon Siege is definitely an exciting and addicting
medieval romp, especially for those uninitiated to or overwhelmed
by the more detail-oriented RPGs available today. It may not have
nearly the character classes or stat options that many micromanaging
RPG gamers are accustomed to, but more armor, weapon and spell
choices do open up as the game progresses.
Dungeon Siege ran without a hitch under Windows XP on
my 1.6 gig Athlon XP PC with 1 gig of DDR RAM and a Radeon AIW
8500 128 video card, although I have heard complaints from other
players about slight hesitations or occasional frame rate jerkiness
with their own PCs during certain scenes.
Dungeon Siege could have used a deeper plot, more vocalizations
and some good cutscenes, but like its predecessor-type RPG Diablo,
it eschewed deeper storylines and kept the gamer busy with
high-intensity fighting against rushes of unique enemies instead.
It only broke from the Diablo mold to better it for the
most part. The addition of fabulous graphics (and the ability
to actually zoom in enough to appreciate them!), an easy and intuitive
interface, more natural character development, and less punishing
trading all combined for a fine game play experience. Microsoft
has an astounding winner in Dungeon Siege, which was very
far indeed from a solely dungeon-based RPG. 
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The Verdict
The Lowdown
Developer: Gas
Powered Games
Publisher: Microsoft
Release Date: April 2002
Available for: 
Four Fat Chicks Links
Player
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System Requirements
Win98/Me/2000/XP
333 MHz CPU or faster
128 MB RAM or higher
3D video card with 8 MB RAM or higher
Where to Find It
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