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Preview Promising Dungeon Siege II Preview at GameMethod

Sol Invictus

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Tags: Dungeon Siege 2; Gas Powered Games

GameMethod has a <a href=http://www.gamemethod.com/PC/2077/dungeon-siege-ii-pc-preview>preview</a> of Dungeon Siege II detailing a few promising details about the upcoming game's character development and skill progression system:
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<blockquote>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.
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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.
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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.</blockquote>
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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.
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It definitely sounds interesting.
 

Saint_Proverbius

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If they can offer some sort of non-cosmetic customization of characters, then it will be a huge improvement over the first one. The problem with the first one is not only that you never really do anything in the game towards building a character, all fighters are the same, all bowmen are the same, and so forth - unless you switch weapon styles between two styles, which will end up gimping you.
 

Sol Invictus

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Yeah. I'm hoping that the synergistic/unlockable Hero skills alleviate the problem of everyone being just the same as everybody else. So a melee fighter who takes "dodge" and "fast attack" gets "shadow strike", or somesuch.
 

PennyAnte

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Still though, this writer seems to be equating TEH SKILZ with TEH R0L3 PL4Y1NG, which is annoying. I somehow doubt there will be meaningful dialogue, philosophically engaging interactions with other characters and deep individual perosonality development for the PC.

Just call it a more complex hacker with a new skill map that makes it more engaging than the last version. Don't start blowing the UBAR RPG horn.
 

Sol Invictus

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Well, it's a dungeon crawler, so I don't think it's meant to have philosophically engaging interactions with other characters, anyhow. Besides, it's arguable that Planescape: Torment was more of a novelization than an actual RPG.

I don't think anyone's blowing the Fallout RPG horn on this one.
 

Diogo Ribeiro

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I'm wondering how difficult it might be to start enforcing the use of the term 'roll-playing', as opposed to 'role-playing', to the point where people will get the difference.
 

Ellester

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Interesting that they have two races that are adept at Nature Magic, and none for Combat Magic. Considering there are only 4 races, why make two of them nature based?
 

Greatatlantic

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Ellester said:
Interesting that they have two races that are adept at Nature Magic, and none for Combat Magic. Considering there are only 4 races, why make two of them nature based?

Because dryads and elves both live in nature, so they ought to both specialize in nature magick, right?

They probably didn't think this one all the way through. There really should have been another race for combat magic. But since humans don't start with any speciality they can be easily turned into combat magic specialists, I tink.
 

Sol Invictus

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I think each race gets a few of their own different hero abilities depending on what skills they choose to level up with. Elves probably get better combat magic than dryads do.
 

Saran

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Greatatlantic said:
Ellester said:
Interesting that they have two races that are adept at Nature Magic, and none for Combat Magic. Considering there are only 4 races, why make two of them nature based?

Because dryads and elves both live in nature, so they ought to both specialize in nature magick, right?

They probably didn't think this one all the way through. There really should have been another race for combat magic. But since humans don't start with any speciality they can be easily turned into combat magic specialists, I tink.

Its just another fantasy stereotype, Dwarfs specialize in tech, Elfs are annoying Eco-nuts and Humans are somewhere between the two (But because humans are T3H Stoopid we often fuck up in both disciplines.)

The DS universe has Goblins filling in the role of the dwarfs, with their chainguns and flamethrowers, i dont remember meeting any elves in DS1 but its not as if its a game that has a lot of memorable moments so i could have killed a few during the main campaign.

Hopefully they will craft a slightly more original story for this game, since even a mediocre action rpg is better than nothing, but i wouldnt hold my breath.
 

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