Mar 27, 2011
Half-Life 2



Half-Life 2 has a very special place in our hearts, so any opportunity to revisit it is a good one. Take a look at this trailer for Erik Rempen's Ladder mod. It seems simple enough to start out with, but as the game progresses the intensity increases. This is down to the excellent implementation of destructibility; it's almost like watching Bad Company 2 in the Source engine. The main tower collapsing is a notable "awesome!" moment. If you'd like to slaughter Combine in exploderific terrain, you should definitely download it.

An interesting teaser trailer cropped up this week for Brain Candy's turn-based strategy game Fray. The trailer is one of those live action things that seem so popular with developers these days, and despite being an indie team, Brain Candy weren't going to produce anything cheap or sub-par. The grimy sci-fi asthetic is well realised and the little bit of parkour we see is pretty cool. But just how much more to we know about Fray from this? It's a great way to introduce the fiction, but it does little to show potential players how the game will actually function. Where do you stand on these live action trailers? Do you love seeing game characters and worlds being brought to life with actors and props, or would just rather they just showed you the damn game already? Debate in the comments!

Crysis 2 is finally out now. It felt a long time coming, and that's in no small part down the the vast amount of trailers EA and Crytek pumped out. Every day in the office for the last few weeks, it's felt like there has been yet another Crysis 2 trailer to put up on the site. We've seen so much footage we'd pretty much played the game before it even came out. With this huge library of trailers, Crytek could easily produce a 'Best of Crysis 2' or 'Crysis 2: Greatest Hits' collection, containing such day-defining clips as:

Common People - where Crytek play the game for our viewing pleasure

Undercover - in which Crytek show off how fun it is to not be seen

Happiness is a Warm Gun - feat. a man who's other job is most definitely providing commentary for an episode of 'America's Wildest Police Chases'

Speed of Sound - demonstrating Alcatraz's ninja-like ability to hurl grenades

Through the Fire and Flames - in which EA show off for 15 minutes too long



Paradox can normally be relied on to provide some light-hearted fun, and it appears that Pirates of the Black Cove will be no exception. This new trailer has an almost Magika-on-sea feel to it in regards to the art-style, and the voice over is gently comedic and reassures that the game won't be taking itself too seriously. Whilst it's not been in development for that long, developers Nitro seem confident that a beta isn't too far away.

Hunted - Bethesda's fantasy-come-third person shooter - is shaping up well, and the latest trailer focuses on the co-op opportunities. It does appear to be catering primarily to the co-op market, so it's nice to see that the system seems to be working solidly. There's also a distinct amount of chest-high walls and crates around; apparently you don't have to have chainsaw bayonets for these to be a requirement.

The Dungeon Siege team have revealed a new character for the series' third entry; Katarina. As a woman in a fantasy-universe, she is sporting the apparently compulsory exposed cleavage (with added jiggle physics) and a dash of strong will. She's also capable of gunning down enemies with magic purple bullets for good measure.


Dungeon Siege III

The latest Dungeon Siege 3 screens have a naked blue woman with fire instead of hair laying waste to a horde of skeletons. Also shown: mid-combat prayer, deadly blue streamer attacks and lots of magical explosions. You'll find the new images gathered below.

For more on the game, check out our Dungeon Siege 3 preview, or head over to the Dungeon Siege 3 site. Clicking on the images below will magic them up to full size.















Dungeon Siege III
Now we'll see who can pray harder!
Obsidian, of Fallout: New Vegas fame and Alpha Protocol infamy, are best known for telling stories that take you on a journey with your characters, and allow you to craft a unique experience through the choices you make. So when they next present you with a game that’s not only action oriented, but aimed at co-operative multiplayer, it’s a surprise.

Less surprising is when it's another sequel to a series Obsidian didn't create. After Knights of the Old Republic 2, Neverwinter Nights 2 and the aforementioned Fallout, they've got a reputation for being a sure hand for a follow-up. Can they do the same while picking up the mantle of Gas Powered Games' Dungeon Siege series?

When I sit down to play, I’m pushed into the role of Anjela, one of the game's four heroes. She's a hybrid melee caster, and currently wielding a spear. She’s a sort of medieval Lara Croft, in looks at least, with a braid trailing most of the way to the floor. If this were singleplayer, I’d get a good close look with the camera hovering over her shoulder. But today is about playing cooperatively.

The camera pulls back, turning isometric as I’m joined by Lucas, another of the heroes, being controlled by one of the Obsidian reps. This is the tank, your warrior, a man with a loud voice and louder actions. He’ll be the one making sure I don’t die.



Anjela? Playing as her, Lucas is similarly reliant on me to preserve his life. Just as he distracts the enemies, I’ve got the healing spells. Or at least, half of me does. Just as Lucas can swap his sword and shield for the claymore on his back, so Anjela has a pair of stances too. And they’re not ‘sassy’ and ‘bitchy’. You’ve got the Anjela with the spear, and then you change stances, and there’s a flash. The braid is gone, the spear is gone, the feet on the ground are gone. She’s basically just gone Super Saiyan, her hair disobeying gravity and flaring upwards, alight, and her clothes replaced by cracked, red hot stone.

At the core of it, Dungeon Siege 3 is about juggling two extremes. High damage or high defense. Long range or close range. Fight or flight, it’s all about tradeoffs. The stances can be switched instantly at any point, letting you lay down healing flames in Anjela’s fire form, before switching back to human and fending off some skeletons as they close in on you. After that, you swap back to your fire elemental and blast some long range casters. It’s about managing the combat and reacting to it, rather than just pumping the same skills over and over again. This isn’t the type of dungeon-crawling Diablo-alike where you smash the baddies with one hand and chug potions with the left.

It doesn’t even have potions, just floating green and blue orbs. Static orbs, you have to run to. This is a game about movement, about watching the fight rather than your respective bars. But still, it seems like a pretty hefty change of direction for Obsidian. Going from New Vegas to a combat heavy dungeon crawler seems more than a little odd, because while they’re still fundamentally RPGs, they’re very different styles.



Maybe that’s what Obsidian need. They’re known for their stories and their worlds, and not so much for crafting a combat system, or the rigid A to B formula of a dungeon crawler. But perhaps limiting themselves to a more linear approach will allow them to concentrate on creating combat that's harder-hitting, and satisfying.

Me and Lucas, my trusty tank/warrior/meleeDPSguy stand outside a particularly eerie looking door. So of course we go inside, because we’re adventurers, and we’ve got a quest. And the minute we’re past the threshold, an eerie voice cries out for help.

Despite the game telling me I should go investigate, I head down the other hallway, away from scary voices. But it’s OK; while I might be skipping a step, the game doesn’t seem to mind. I find myself in a vast study, the broken corpses of a dozen bats behind me. There’s a story to be found here, detailed in journal entries, of a father trying to save his daughter and turning to the dark arts for help. It's a vault key I find among his things that interests me most, though. In a Mansion this big, I have no idea where it goes, so perhaps it’s time to talk to Casper.

It turns out she’s the friendly type of ghost, trapped here inside this house against her will and unable to move to the next life. She knows where the vault is, and when I tell her I’ve already got the key, she warns me that there’s something evil in the depths of the house that needs destroyed so that she can be freed. It sounds simple enough.

It's not. Talking to her has got the house angry, and the path between me and the vault has filled with reanimated corpses; skeleton archers and skeleton warriors and skeleton mages. There’s even a few bats left around.



Combat starts to establish a rhythm, now, with Lucas rushing into the main force while I hang back, cast my healing flames on the ground and nuke them from a relatively safe distance. If anything gets close, I fend them off with my spear or phase away and kite them. It works well, and so long as we play to our strengths, there’s little challenge. There’s none of the instant death from something like Diablo, and enemies soak up more damage than you expect. But that gives you a little time to think about where next to go, rather than wearing out your mouse with incessant clicking. There’s even a little enemy variety, with the Skeleton Mages raising new troops if we don’t take them out first. Priorities, priorities.

Whenever the game’s been shown before, the levels shown have always been set in some grand cavern, or on top of some gargantuan mountain. The house feels very different, with claustrophobic walls funnelling us down a path and occasionally giving way to larger rooms. Still, the level is vast, coherent, and perhaps more importantly, conveys the kind of room-by-room feel of Dungeons & Dragons. It doesn’t wait around, setting a scene and having you ogle at the environment; it presents you with a scenario, and gets you slaying immediately.

The combat works, the levels look pretty, but the most exciting moment happens at the end of the Mansion, when you find the ‘Heart of Nigog’, a big, evil, green glowing orb thing. It’s binding the spirit of the girl to the house, and causing all of this evil. Again simple enough, right? Destroy it and you’ll be sorted. Except that’s not the only option.

Lucas warns me that we don’t know what might happen if we just destroy it. I can, if I want, leave it alone while I do some research in the vast dungeon around me and return later. There are even hints that your actions could well have consequences in the greater game, and that doing the obvious might not necessarily be the right course. Free a spirit and potentially doom someone living? That’s the kind of decision that could keep a man up at night.

Dungeon Siege 3 is certainly a departure for Obsidian, but from what I’ve seen, it could be a worthwhile trip. So much of your time is going to be spent killing things, and so far, the killing things seems fun. If they can add depth to the combat, and bring their usual story polish to keep it interesting, we could be presented with an Obsidian game worthy of their reputation.
Dungeon Siege III

Last month, word got around that the co-op in Dungeon Siege III wouldn't offer any XP rewards to players who were dropping into another person's game. Co-op players were deemed to be guests in the host player's worlds; and as a mere assistant to the main player would receive no reward at all for questing and killing enemies. It has now been revealed that is is not strictly true; XP will be awarded to characters, but the character in question be be used exclusively for co-operative games, and XP and loot cannot be transferred to a single-player campaign character. Read on for the full details.

Talking to Destructoid, Obsidian's associate producer Nathan Davis said: "Dungeon Siege III’s cooperative multiplayer mode is designed to be easily accessible and allow for a drop-in, drop-out multiplayer structure,"

"To bring this vision to fruition while maintaining both the deep story-based experience of the game and the balance of characters versus enemies, your single player characters will be distinct from your multiplayer characters -- however both can be persistently grown, equipped and adventured with over multiple game sessions.

Davis explained that this separation was needed to keep balance in the game, and to keep the narrative completely immersive. "There’s no question that the ability to carry entirely persistent character data around can be fun, but it also presents a number of unique challenges including those from a balance and storytelling perspective," he said. "When you join a multiplayer game in Dungeon Siege III, if someone is already playing Lucas or Anjali, you will not be able to play as that same character simply because it does not make any sense from a storytelling perspective."

Dungeon Siege III

A new trailer has been released for Obsidian's upcoming dungeon crawler, Dungeon Siege 3. It sets up a bit of story, and then cuts right to the good stuff, a hero with a flaming sword, a world of darkness, demons and magical explosions. You'll find the new video embedded below.

For more on the game, which promises some exciting co-op monster-mashing, check out our in depth preview, or check out the official Dungeon Siege 3 site. The games due out on May 27 and is available to pre-order now.



Dungeon Siege III

Obsidian have announced that the next in the series of classic Dungeon Siege games will be released on May 27. A limited edition of the game is also available for pre-order. Read on for details

The limited edition of the game will only be available as a pre-order package. It contains four bonus items that can be equipped to your characters that will buff their abilities as they journey across the kingdom of Ehb. The game is being developed by Obsidian with help from Chris Taylor of Gas Powered Games, the company who made the original Dungeon Siege.

For more on the game, check out our preview, or head over to the Dungeon Siege 3 site for more information.
Dungeon Siege III
Same-room co-op – only available on gamepads.
And lo, in the Kingdom of Ehb, at a time of warring factions, the weakened King did fall. And the King’s daughter, the beautiful Jeyne Kassyndar, didst blame the 10th Legion, the warriors who had, in previous games, been known for their excellent fighting skills, pulling offst such tricks as the shield bash and swordrelated shit that gave rise to a “whoa” from nearby peasants. And Jeyne went off on a massive one, and didst hunt down the 10th Legion across the lands, diverting funds that couldst, truth be told, more effectively have been spent on public services.

That’s the rough story behind Lucas Montbarren, son of a tenth legionnaire, and the hero I was allowed to play in the first hands-on of the new Dungeon Siege game. With the blessing and occasional advice of Chris Taylor and original developers Gas Powered Games, development duties have passed to Obsidian – the prince regents of taking another company’s IP baton and running with it. PC exclusives such as Neverwinter Nights, revered shared platform classics like Knights of the Old Republic, and emotional reunions with their prodigal Vault Boy – Obsidian are sequel masters.



This is, however, the first time they’ve taken a well-loved – or at least, remembered-with-a-fond-nostalgicsquint – PC exclusive, and folded it into the shape of a gamepad. So they’re going to have to bear in mind that entitled pricks like me are going to want to talk about whether they’re dumbing the game down. It’s slightly disappointing to learn that the mouse and keyboard controls haven’t been calibrated to the point where they’re willing to let outsiders play on them, but the game’s only at pre-alpha.

The young Montbarren’s early life was one of training and fear, because his camp was constantly discovered by Kassyndor’s forces. One day, by methods no one’s going into, given that these guys were on the run and everything, a man called Odo sent a message to the scattered survivors and told them to meet in the spookiest old house in the Kingdom of Ehb. There was a grave matter of the utmost peril and urgency, and he wasn’t even joking.



This is a hero-led game. There are no classes. That ballsy statement boils down to something substantially less brassy – there’s no class selection screen. Of course, Lucas has a fighting style that’s analogous to familiar classes – a warrior by any other name would smell as sweet, and still wields two-handed weapons. As a melee fighter, Lucas can distribute his skill points into three stances – onehanded weaponry, two-handed kit and a healing defensive stance. Invest points in defence and you’ll have a Paladin-esque tank. Otherwise, it’s the warrior’s path of damage-dealing melee.

The early levels gave me access to three of Lucas’ powers, with six more opening up at higher levels. The one-handed shield bash stuns an enemy, while the two-handed version charges you into the thick of the action, dealing damage to anything in the way. Take the healing stance and you can regenerate some health while dodge-rolling around like a drunkard.



This is limited only by your focus bar, which is regenerated by landing your regular attacks, forcing you to keep going back into the action. So, while DSIII doesn’t have the strategic depth or character development of Diablo, that’s not where Obsidian want to go. There’s the unexpected tinge of an action game.

As they sallied forth into the verdant green forest – not the spooky purple barren forest that would probably come a few levels on – the Montbarren child stumbled across a mound of abandoned barrels. He licked his lips. It hadth been minutes since his last chest, and the old hunger for a nice new set of pauldrons was returning. Praying that he werest not observed, he gave the stacks of crates and coopery a right royal swording, good and proper. And lo, there was a bit of gold that no one seemed to be using.



I’ve got Nathan Davis, associate producer, sitting with me during my limited-time play-through, so I’m trying to strike a balance in my crawling behaviour. Do I spin the camera to peer down every potentially chest-filled nook, or would that look like I was lost? Do I take on the side-quests? Does Nathan even know how much I love chests?

He’s a patient man, but as I walk past another stack of barrels and crates, he chokes on his own compulsion. “I swear, if you don’t smash up that pile of stuff...” Let’s not forget the loot. Loot is important. I question the lack of adjectives on the items I find – “Deadly Greatsword” seems slightly less prosaic than, say, Blizzard’s fruit machine of loot names. With curiosities such as the Jeweller’s Sturdy Pauldrons of the Owl in the wider gaming world, surely a Deadly Greatsword seems a little dull?



Loot, explains Davis, is only gently randomised. Some stats will be different from game to game, but not names, and many of the items – particularly rare ones – are hand-placed. There are no level limitations, either: this is because the loot will be tailored to your level. It’s a philosophical thing: Dungeon Siege III isn’t about endlessly replaying on the offchance of finding better gear or another flawless gem: it’s about playing through the story, with or without a friend.

Dungeon Siege’s re-jigged combat can quickly swap between two attack stances – one-handed and two-handed. Doing so instantly changes your weapon to suit. You also have a defence stance. Each stance has its own set of three special attacks, which unlock over time. The novice one-handed attack lets you use a shield bash for crowd control. The novice two-handed lets Lucas charge into (or out of) the action. The defensive stance allows you to cast a light regeneration spell. These actions are limited only by Lucas’s focus, which doesn’t regenerate, but can easily be built up by using his regular attacks. So, if you’re going to wimp out and run away, make sure you’ve got enough focus to heal before you do.



Each of the character’s nine skills has two branches, on which you can spend talent points. It’s a familiar range of buffs: boosted crits, increased stun chances, higher healing rates. However, it doesn’t make sense to spread them around too thinly – you get an extra bonus for maxing out a particular talent.

So, your reading skill will not increase by one. This is a simplified system, completing Dungeon Siege’s migration from Oblivion-esque ‘jump while you walk’ levelling in the field to an exclusively skill-point menu-based development system. It’s a process that began in the second game – Obsidian have just concluded the process.



Obsidian’s president, Feargus Urquhart, talks about how the developer is finding a balance. His own career’s been pretty illustrious. From Interplay to Black Isle, he oversaw Fallout 2 and the critically acclaimed reading game Planescape Torment. He described how Dungeon Siege has had to change slightly to suit a multiformat release.

“It’s direct control versus mouse click. As soon as you make that change, a lot of time is spent on how it feels. The idea isn’t to turn it into an action game like Ninja Gaiden or a Devil May Cry, but you don’t want it to feel like there’s no action, which is why we’ve added a lot of combos.” The “combos” that Urquhart mentions aren’t a huge list of light-heavy timing combos – instead, they’re automatic animations that trigger on your third attack. “And then, blocking and rolling, they’re not RPG skills, and we’ve included them, too. In a lot of action RPGs, particularly on the PC, you run after something and you just hit it. Don’t get me wrong: I’ll play any of those, even the bad ones! But that’s not what this is.”



But I’m still curious, because the experience I’ve had – apart from improved framerates and a crisper depth of field effect, thanks to the beast of a PC next to my feet – has been identical to the consoles. How will the PC mouse and keyboard experience differ?

“When you’re playing an action RPG on the PC, when you don’t exactly hit the creature that you attack, you then walk to where you clicked. So what we’re playing around with right now is that the game is a little more forgiving with the mouse aim, and does that for you. If you’re near a creature, it’ll swing the sword for you. The PC interface is going to work really well, because of that focus and that perspective.” Yes, but how will it work? Hotkeys? Click to move? “The control scheme will obviously be mouse and keyboard, but it’s still going to have the same way of accessing abilities and skills. We probably won’t have a one to nine hotkey system.”



You’ll have relationships with other non-hero characters, but it won’t be as complicated as, say, Dragon Age, and you’ll never upset anyone enough to leave your party. There’ll be times at which you’ll make decisions that define your character as forgiving, vengeful, loyal or practical, and party members who value that will grow in loyalty.

Urquhart offers a little more detail. “Occasionally, you make a decision that your companions agree with and that aligns with their beliefs. You can’t make everyone happy at once. What will you get? It’s game level things – so it has effects on your abilities and your characters’ abilities. You’ll also get some feedback from the characters – there’s a mid-range response, and an endgame consequence. You’re seeing the effects of that decision throughout the game.”



On my first visit to the levelling-up screen, everything’s on display – nine skills, three in each stance. It’s certainly not as daunting – or compelling – as a big, lovely skill tree. On the other hand, you’ve got more heroes to try. They’re only mentioning two for now – warrior Lucas and the mage Anjali, who we didn’t get a chance to play. Urquhart, however, implies – without going so far as to announce – that most fantasy archetypes will be represented.

In terms of multiplayer, Dungeon Siege has never been a competitive game, but the only cooperative play being talked about at the moment is the drop-in, drop-out sofa style. “If you were playing on gamepads on the PC, you can jump in and out in real life, but we’re not sure how we’re going to do that online with distributions,” explains Urquhart. It would have been slightly more reassuring if he’d just added the word ‘yet’. If you do play with a friend on gamepads, they’re a guest in your story, and are free to rummage around in your inventory.



So it’s clear that the new Dungeon Siege is much more of an action game. Of course, there’s still strategy, but it’s not strategy that comes from having a huge range of interacting abilities. It’s more a matter of mana management, and learning to deal with the game’s special enemies, whose colour-coded auras affect the fight in different ways. Even fighting the regular fodder-mobs is more tactical than chaining a set of regular attacks – from the very beginning, there’s a strong element of crowd control and taking the enemy on in a way that effectively uses your current hero’s style.

There’s a lot to like about Dungeon Siege III. It’s an earnest story, told well, and it looks great in Obsidian’s beautiful new RPG-oriented Onyx engine. I don’t feel like my self-important worries about dumbing down the game have been fully addressed, but I enjoyed my playthrough on a gamepad, and there’s more than enough time to address the worrying lack of information about how the PC version will stand out. But for now, with Obsidian’s history of solid adopted sequels, it’s probably fairest to give them the benefit of the doubt.
...