Dungeon Siege III



The latest Dungeon Siege 3 trailer takes us into a raven's eyeball for a closer look at the four player co-op. Each character has a selection of stances from which they can utilise different power sets. The key to surviving Dungeon Siege 3's mobs lies in being in the right stance at the right time, healing your allies with area of effect spells, or switching to a more agressive power set to finish weaker enemies off. There's plenty more about the game's enemies and playable characters on the Dungeon Siege 3 site.
May 8, 2011
Half-Life



Freeman's Mind is one of the best gaming series on YouTube. The premise is simple: creator Ross Scott plays though the original Half-Life, narrating with the thoughts of mute protagonist Gordon. It's frequently funny, but episodes have been a little thin on the ground recently. Thankfully, episode 32 has been uploaded this week. Take a look, and if this is your first journey into the mind of a theoretical physicist, ensure you take a look at the back-catalogue of Gordon's adventures in Black Mesa.



Dead Block was announced this week, and is looking to be a cartoony take on Call of Duty's zombie mode. Players will have to defend their homes from an onslaught of zombies, playing as a construction worker, tough girl or a seemingly sandwich-addicted boy scout that appears to be stolen from Pixar's previous characters list. You can see the trailer at the game's official website, along with some other bits and pieces from this comedic zombie fest.

You know an RPG is good when you're perfectly willing to take time out from questing and just be a tourist in the world the developer has created. The Witcher 2 is destined to be one of these games, and here you can take a look why. The trailer is entirely comprised of simply shots of the game's environments, but even without blood-soaked swords it's exciting.

Portals are overrated. At least that's what this player thinks, solving one of Portal 2's test chambers without the use of the game's core mechanic. A little clever use of refractive lenses and a high-powered laser goes a long way... or at least as far as the door. Alternatively you could take a look at this montage of tricks performed in Portal, which contains far more of the game's namesake, but more impressively contains some pretty slick cube throwing.



Brink is on its way. Released at the end of this week, we're anxiously awaiting it in the office. It's a game that could achieve instant greatness with its blend of single player and multiplayer, or could plummet to unimaginable lows by missing its lofty ambitions by miles. The above trailer shows off the cool looking parkour in the game, spliced with some IRL footage filmed from the perspective of pro free-runners. It's a little bit nauseating, but a fun taster of what's to come.

The guys behind Dungeon Siege 3 have released a new trailer boasting the benefits of co-op. Essentially, the narrator just barks about how the game's heroes will be better united, and does little to show the true benefit of playing co-operatively. Looks like we'll be waiting until June 17 to see if it's worth buddying up for this dungeon crawler.

It's been a while since we saw a good Kinect hack, but this latest one is interesting. It combines Kinect and an iPhone to control a bespoke created game on a PC. The first player uses the iPhone's touch screen to control a twin set of gattling guns, whilst the second player uses the motion sensors on the Kinect to fly a spaceship. It's a pretty neat idea, despite being almost completely pointless.

And finally, to keep you busy for the rest of the week, a bunch of decent tutorials for Super Meat Boy's level editor has appeared on YouTube. It's split into six videos, providing an hours worth of tips on how to get the most out of this intricate tool.
Dungeon Siege III
Has anyone else noticed that chest has two meanings?
Legend speaks of an ancient blender far beyond the reach of mere mortals, and in it are blended the most fiendish of concoctions imaginable. It was in this blender that on a fabled and woebegone night a Blendtec wizard sought to create a dungeon crawler the likes of which Diablo and Torchlight had already seen, but with the dialog wheel and decision making of Dragon Age, the fisticuffs of an arcade beat-‘em-up and just a few drops of blood from the master sequel crafters at Obsidian Entertainment. Into the wicked blender the ingredients went, and after the froth and bubbles and not a few screams, the wizard dispensed a mean little package and christened it Dungeon Siege III.



Despite its borrowed trappings and engrossing decisions that are sure to make you stop and think, at its heart, DS3 is a co-op loot fest of old, and in that regard, it excels brilliantly. Rather than have you select a class, you select characters who each reflect familiar RPG qualities, such as DPS or healer, but who also come with back stories and allegiances that will flavor your path, and possibly color some of your decisions as you make your way through the land of Ehb. I choose Reinhart Manx, an older mage who specializes in magically assisted hand-to-hand combat and maniacal clockwork traps, and my partner selects Anjali, an archon capable of switching between a spear wielding human form, and a fire slinging elemental form.



My favorite scenario is set deep in a shadowy forest, beyond the Lescanzi occupied town of Raven’s Rill, where we must rid a haunted mansion of spectral terrors and deal with the trapped soul of a little girl that has been ensnared by an ancient artifact. Although there’s quite a bit of narrative backdrop going on, DS3 doesn’t allow that to get in the way of the fast-paced, narrative disinterested nature of co-op play. Cutscenes are skippable and almost every dialog sequence has an easy-out option. When we enter the mansion, my partner and I are almost instantly engaged by hordes of skeleton warriors complemented by undead archers and spell casting wraiths—it’s here that DS3 really shines.



In human form, Anjali corrals melee units into tight clusters while I engage the ranged units with hard-hitting electrical blasts from across the room. Once my partner has gathered-up enough victims, I dart to the center and generate a circular clockwork trap on the floor. Its magical gears tick-tock away the last few seconds of our enemies’ lives before all within the trap’s radius are engulfed by yellow and green magical discharge. At the same time, my partner summons a fire jackal to harass a new band of enemies that have appeared behind us while I drop a huge glyph beneath them that causes damage over time. Our combined assault provides a much needed distraction that allows us to cast healing spells and mop-up the ranged units on an overlooking balcony with close-combat. My partner gets the coup de grace by detonating Anjali’s fire jackal like some sick Nazi war tactic. With the battle done, we get to the real fun—loot.



The arena is littered with bits of armor and health and mana orbs (there are no health potions in DS3), and we quickly dart around the room to snap it all up. We then spend several minutes each checking out our new gear and min/maxing with DS3’s convenient equipment system. Categories with something new are marked as such, and highlighting a new piece automatically pulls up a comparison window with red and green arrows indicating the traits of the new piece compared to what you already have equipped. In most circumstances, you’re safe just going with the most green arrows and moving on, which is a huge boon when your co-op buddy is waiting to get back to the action.

Compared to Torchlight, there are some big differences in combat. While Torchlight is action bar focused, DS3’s combat is much more immediate—hit the punch key, and your wizard plants a lighting punch right in a zombie’s face. But as I ventured around in co-op, I couldn’t help but feel “this is so what Torchlight should have been.” Playing a narrative-optional, loot heavy game is way more fun with friends, Diablo made that clear years ago. That said, if I’m going to tolerate this game at all with a mouse and keyboard, Obsidian has got to get their controls wrangled in. PC controls on the build I played weren’t final, but with a June release fast approaching, they still need a ton of work. Sometimes more so than monsters, I found the camera to be my greatest enemy, the controls of which are shared by the mouse pointer, middle mouse button, scroll wheel and the “A” and “D” keys—WTF! My preview left me really wanting more, so I’ve got my fingers crossed that Obsidian is able to patch the control issue up before launch, especially now that the genre is finally starting to see fresh signs of life.
Dungeon Siege III
Has anyone else noticed that chest has two meanings?
Legend speaks of an ancient blender far beyond the reach of mere mortals, and in it are blended the most fiendish of concoctions imaginable. It was in this blender that on a fabled and woebegone night a Blendtec wizard sought to create a dungeon crawler the likes of which Diablo and Torchlight had already seen, but with the dialog wheel and decision making of Dragon Age, the fisticuffs of an arcade beat-‘em-up and just a few drops of blood from the master sequel crafters at Obsidian Entertainment. Into the wicked blender the ingredients went, and after the froth and bubbles and not a few screams, the wizard dispensed a mean little package and christened it Dungeon Siege III.



Despite its borrowed trappings and engrossing decisions that are sure to make you stop and think, at its heart, DS3 is a co-op loot fest of old, and in that regard, it excels brilliantly. Rather than have you select a class, you select characters who each reflect familiar RPG qualities, such as DPS or healer, but who also come with back stories and allegiances that will flavor your path, and possibly color some of your decisions as you make your way through the land of Ehb. I choose Reinhart Manx, an older mage who specializes in magically assisted hand-to-hand combat and maniacal clockwork traps, and my partner selects Anjali, an archon capable of switching between a spear wielding human form, and a fire slinging elemental form.



My favorite scenario is set deep in a shadowy forest, beyond the Lescanzi occupied town of Raven’s Rill, where we must rid a haunted mansion of spectral terrors and deal with the trapped soul of a little girl that has been ensnared by an ancient artifact. Although there’s quite a bit of narrative backdrop going on, DS3 doesn’t allow that to get in the way of the fast-paced, narrative disinterested nature of co-op play. Cutscenes are skippable and almost every dialog sequence has an easy-out option. When we enter the mansion, my partner and I are almost instantly engaged by hordes of skeleton warriors complemented by undead archers and spell casting wraiths—it’s here that DS3 really shines.



In human form, Anjali corrals melee units into tight clusters while I engage the ranged units with hard-hitting electrical blasts from across the room. Once my partner has gathered-up enough victims, I dart to the center and generate a circular clockwork trap on the floor. Its magical gears tick-tock away the last few seconds of our enemies’ lives before all within the trap’s radius are engulfed by yellow and green magical discharge. At the same time, my partner summons a fire jackal to harass a new band of enemies that have appeared behind us while I drop a huge glyph beneath them that causes damage over time. Our combined assault provides a much needed distraction that allows us to cast healing spells and mop-up the ranged units on an overlooking balcony with close-combat. My partner gets the coup de grace by detonating Anjali’s fire jackal like some sick Nazi war tactic. With the battle done, we get to the real fun—loot.



The arena is littered with bits of armor and health and mana orbs (there are no health potions in DS3), and we quickly dart around the room to snap it all up. We then spend several minutes each checking out our new gear and min/maxing with DS3’s convenient equipment system. Categories with something new are marked as such, and highlighting a new piece automatically pulls up a comparison window with red and green arrows indicating the traits of the new piece compared to what you already have equipped. In most circumstances, you’re safe just going with the most green arrows and moving on, which is a huge boon when your co-op buddy is waiting to get back to the action.

Compared to Torchlight, there are some big differences in combat. While Torchlight is action bar focused, DS3’s combat is much more immediate—hit the punch key, and your wizard plants a lighting punch right in a zombie’s face. But as I ventured around in co-op, I couldn’t help but feel “this is so what Torchlight should have been.” Playing a narrative-optional, loot heavy game is way more fun with friends, Diablo made that clear years ago. That said, if I’m going to tolerate this game at all with a mouse and keyboard, Obsidian has got to get their controls wrangled in. PC controls on the build I played weren’t final, but with a June release fast approaching, they still need a ton of work. Sometimes more so than monsters, I found the camera to be my greatest enemy, the controls of which are shared by the mouse pointer, middle mouse button, scroll wheel and the “A” and “D” keys—WTF! My preview left me really wanting more, so I’ve got my fingers crossed that Obsidian is able to patch the control issue up before launch, especially now that the genre is finally starting to see fresh signs of life.
Dungeon Siege III - Valve
Pre-Purchase Dungeon Siege III and receive receive single player versions of Dungeon Siege and Dungeon Siege II to play now!

For centuries legionnaires have protected the nation of Ehb until they were betrayed and all but driven to the brink of extinction. Now that evil has returned to Ehb the people turn to the few remaining Legionnaires for the protection of the past. As an heir to the legion will you accept this plea for help? How it will all be resolved is up to you!

Dungeon Siege III is an Action RPG that seamlessly blends intuitive fast-paced gameplay, a robust RPG system featuring a large selection of abilities, loot galore and the depth of story Square-Enix and Obsidian Entertainment are known for creating. Players will be able to adventure by themselves, on the couch with friends, or online in a fully multiplayer experience.

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.



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