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Promising Dungeon Siege II Preview at GameMethod

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Promising Dungeon Siege II Preview at GameMethod

Preview - posted by Exitium on Sat 16 April 2005, 10:28:04

Tags: Dungeon Siege 2; Gas Powered Games

GameMethod has a preview of Dungeon Siege II detailing a few promising details about the upcoming game's character development and skill progression system:

From the first few moments of play, it’s apparent that Dungeon Siege II is a totally new experience, tailored with role-playing clearly in mind. While the hack-and-slash mechanics of combat still remain, focus has been given to flesh out the game’s role-playing elements for richer gameplay. Complementing general experience earned by defeating enemies, your character also gains experience in four skill areas: melee, ranged, nature magic, and combat magic. Melee and ranged attacks are dealt with weapons, while both nature and combat magic drain mana. Nature magic deals in elemental forces such as water and earth, as well as curative and healing spells; combat magic, however, is its antithesis, offering destructive spells meant to inflict damage with fire, lightening, and death spells. Each time you use an ability, you gain experience corresponding to a skill area. Increasing your skill level grants access to more advance abilities; whenever your character levels up generally, you’re granted skill points which can then be spent depending on the abilities available to you via your skill level.

Before you even have to opportunity to develop your character, you’ll have to create one. In starting a new game, you’ll be prompted to craft a character from a surprisingly limited number of parameters that include face/skin appearance, hair style and color, and race. Dungeon Siege II features four distinct races, each with female and male counterparts: human, dryad, half-giant, and elf. Humans are the most versatile of the races, starting the game with two free skill points and no specific advantage in one skill area. Dryads and elves specialize in nature magic, while the former concentrates on melee attacks and the latter ranged attacks. Half-giants focus on melee attacks, obviously a reflection of their massive size and strength. The differences among races have an affect on character development, making it easier to develop ranged skills as an elf for example.

Along with abilities learned through skill experience, your character will infrequently learn hero powers that are gained by unlocking specific combinations of skills. Upon learning certain skills, you’ll be granted hero powers that can be actively used on the battlefield. Drevin’s charged shot, for example, is derived after raising his critical attack and dodge abilities, both ranged skills. Other hero powers are learned in this fashion, specific to each skill area. Unlike normal abilities, however, hero powers must be charged and icons at the bottom of the screen indicate the charge of each hero power currently equipped.​
While we're all familiar with the simplistic 4-skill system in Dungeon Siege, it looks like Dungeon Siege II will be a much more complicated affair by according the preexisting separate experience sliders for each of the skills with the more complex implementation of advanced abilities, related skill points, and actual character levels that were not present in the previous game. On top of that, there's hero skills which become available to you as synergies develop between what skills you currently have.

It definitely sounds interesting.

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