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Interview Dungeon Siege III Interview

VentilatorOfDoom

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Tags: Dungeon Siege III; Obsidian Entertainment

<p>With the official release just being a few days away, <a href="http://gamingillustrated.com/dungeon-siege-iii-producer-intervie/" target="_blank">here's a short interview</a> with <strong>Dungeon Siege III</strong> producer Nathan Davis.</p>
<blockquote>
<p>GI: Nice. So story, that&rsquo;s the one thing that Dungeon Siege has been able to do well so far in its series. Obsidian has their track record. Talk about Dungeon Siege III, what are some of the really exciting things we&rsquo;re going to see just in terms of the story?<br /><br />ND: Story wise there&rsquo;s some great twists and turns. I really love the characters. One of the things that we did to take advantage of the existing allure of the Dungeon Siege world was we collected a whole bunch of stuff from Gas Powered Games and our lead creative designer compiled this great big massive tomb that was like the Dungeon Siege sourcebook or the Ehb sourcebook . It&rsquo;s kind of like an old forgotten realm style, like I&rsquo;m going to figure out what&rsquo;s in each of these areas and it was cool. It was something that we could reuse as our bible as we were building things up. That&rsquo;s something that we did in correlation with Gas Powered Games and the Chris Taylor. He got a chance to take a look at that and give us feedback and all that. So we really did stay true to the world of Ehb which is the land of Dungeon Siege.</p>
</blockquote>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/103533-dungeon-siege-iii-interview.html">Gamebanshee</a></p>
 

tindrli

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ND: Story wise there’s some great twists and turns. I really love the characters. One of the things that we did to take advantage of the existing allure of the Dungeon Siege world was we collected a whole bunch of stuff from Gas Powered Games and our lead creative designer compiled this great big massive tomb that was like the Dungeon Siege sourcebook or the Ehb sourcebook . It’s kind of like an old forgotten realm style, like I’m going to figure out what’s in each of these areas and it was cool. It was something that we could reuse as our bible as we were building things up. That’s something that we did in correlation with Gas Powered Games and the Chris Taylor. He got a chance to take a look at that and give us feedback and all that. So we really did stay true to the world of Ehb which is the land of Dungeon Siege.
Spotted at: Gamebanshee
:decline:

BULLSHIT!!!!!

This is probably the worst worst, shit the game is so bad that i dont think that there is an expresion of how bad it is.. in the last 10 years i played a lot of crapy games but not like this one.

Gamebanshee shame

:x
 

Commissar Draco

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Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
I liked this plot twist which made you an card holding asshole fighting the victim while you started as oposite. :smug: Obsidian writing as it's best but it was still like cherry on the stale bread, it can't hide it's still corridor hackamole with terrible controls. On the other hand I completed it so it's :incline: over the original banal shit boring.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
tindrli said:
This is probably the worst worst, shit the game is so bad that i dont think that there is an expresion of how bad it is.. in the last 10 years i played a lot of crapy games but not like this one.
bullshit. even with the shitty camera, annoying menues, shitty info on mechanics and manual loot picking it's still a lot better than the first dungeon siege, which came out less than ten years ago.
i'd even go as far as to say that it has the best real-time combat model i've ever seen in a hack'n slash, though it could use some balancing.
 

circ

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Never understood the whine about DS1, not specifically this, but whatever. Its combat is on 'autopilot'! You just click on stuff! Like in Diablo?

I thought picking a weapon, using it and then becoming a melee/ranged or two types of magic specialist was a pretty cool way to do it.

Pack mules!

And as for people who say, you can be every class with one character man! Yeah well, if you seriously diversify like that in the SP campaign, you're a moron and will end up with an extremely weak character that can't do much more than support by the endgame.

Anyway, back to DS3.

Off the top of my head, I can't think of something to refute that [combat model], however, what exactly about: hit animation, hit animation, possible crit hit animation, dodge, block, was so good? Even in a real-time setting. I mean it was essentially just repeated engagements with: can't see a thing because of the camera, 3-5 melee characters rush towards you. Employ area attack move with possible stun/knockdown, kill ranged support, dispose of remaining melee. Slightly different setup in boss fights with more dodging, but man, repetitive none the less.
 

Shannow

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SuicideBunny said:
tindrli said:
This is probably the worst worst, shit the game is so bad that i dont think that there is an expresion of how bad it is.. in the last 10 years i played a lot of crapy games but not like this one.
bullshit. even with the shitty camera, annoying menues, shitty info on mechanics and manual loot picking it's still a lot better than the first dungeon siege, which came out less than ten years ago.
i'd even go as far as to say that it has the best real-time combat model i've ever seen in a hack'n slash, though it could use some balancing.
:decline:
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
circ said:
Never understood the whine about DS1, not specifically this, but whatever. Its combat is on 'autopilot'! You just click on stuff! Like in Diablo?
linear map design, static maps that do not go well with a diabloesque random loot focus, no difficulty, easily exploitable features like the auto assist button which made player input for additional coop chars obsolete, especially for archers, and some other things, shitty story, no atmosphere.

the only good features were the well-running seamless world engine and the classless system.. the rest of the game felt like it simply had conflicting design ideas that resulted in an overall lack of focus for me.
Anyway, back to DS3.

Off the top of my head, I can't think of something to refute that [combat model], however, what exactly about: hit animation, hit animation, possible crit hit animation, dodge, block, was so good? Even in a real-time setting. I mean it was essentially just repeated engagements with: can't see a thing because of the camera, 3-5 melee characters rush towards you. Employ area attack move with possible stun/knockdown, kill ranged support, dispose of remaining melee. Slightly different setup in boss fights with more dodging
the spire bossfights were pretty awesome, especially the shield fight.
while most encounters were badly designed, i'd say the few fights where they tried more interesting design, like the dapper gent fight, the shielded jayne bossfight in the spire or the endboss were pretty cool and heaps of fun to die in and retry... although every game is more fun in coop ('cept for ds1).

anyhoo, what i meant by combat model is the basic idea behind the combat system... the three stances, one of which is defensive+healing, no direct healing ('cept 10% with max proficiency on one character), the way focus and power spheres work... the way proficiencies and talents can completely alter how you would use a skill..
felt more interesting and rewarding than the "traditional" diablo combat model with pots.
it's certainly different from the countless diablo clones and imo it works better for actiony rt hns games.
repetitive none the less.
can't think of any hns that isn't, including the pre-diablo ones.
 

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