Dungeon Siege: Legends of Aranna review
Do you prefer your evil hordes sliced, diced, roasted or toasted? Microsoft put hack 'n' slash RPGs back on the menu with their second Dungeon Siege title.
There's a fundamental dilemma that confronts me, as a reviewer, as soon as I sit down to tell you all about Legends of Aranna. This dilemma is bound to cause division because, depending on who you are, it'll either make you very happy, or very pissed off. Here's the rub: Microsoft have included Dungeon Siege with this expansion. Legends of Aranna is not sold separately. If you're a fan of the original and want to experience this add-on, you've got to be enough of a fan to buy it all over again.
But then again, if you've yet to taste Microsoft's winning recipe of swordplay and sorcery, then there's no better time to try it than now. This is effectively a two-for-one deal, with the option to play the original Dungeon Siege with or without the plethora of additions the expansion brings. I leave it up to you to decide whether Microsoft have been affably generous or cynically exploitive.
The vital ingredients
So I'm going to drop the hot potato that is the joint-release issue and simply concentrate on what's new here. At a glance, Legends of Aranna looks virtually identical to the original Dungeon Siege. There's still a smooth, third person perspective that allows you to view your party from afar or zoom in to keep a close eye on the action. There's still a plot thinner than a human hair, with virtually no dialogue. There's still the seamless environment transitions, with no pause for loading as you enter each new area. Most importantly, your solution to every problem remains cruelly simple: Point. Click. Stab.
If you're looking for elaborate, immersing quests, well-developed characters and a wealth of locations to uncover this really won't be your cup of goblin blood. Microsoft have sprinkled in few diversions here and there but you'll mostly be following a very linear route and regularly chewing through the meat of this dish: pure combat. This is one for fans of Diablo, not Planescape: Torment.
A second serving
Once again you start from humble beginnings, this time as the son of a pair of infamous (and missing) adventurers whose legacy you must live up to. Setting off with a sword in your hand and a purse in your pocket, it's not long before you encounter those who's aims have tenuous links to your own and who gladly volunteer to fight alongside you. The interface, which was already clear, quick and intuitive, benefits from the addition of such small tweaks as a potion distribution button, which evenly spreads your health and mana resources among the party - relative to those who will need them most. The ability to better control your party members, specifying who they should engage and how, is the most significant change and a very welcome one.
It's not long before the Kingdom of Ehb is left far behind and you get your first taste of the new lands on offer. Dark, ominous caverns are complimented by dense, lush jungles and long stretches of coastline. The addition of an overhead map is most welcome, as it's sometimes possible to lose your way or miss hidden locations while travelling the twisting and convoluted routes that lie ahead of you.
It seems that the duty of every videogame role-player is to devastate not only their enemies, but also local wildlife populations and there's a menagerie of over a hundred new beasts on offer, which vary from the mildly interesting lizard armies to downright obscure clockwork creatures. Although this does add more variety, most of them are simply walking hit point bags and you'll rarely need to change your tactics to adapt to anything new.
Flies in the soup
As if there wasn't already enough equipment laying around for wannabe heroes to acquire, there's now even more. Over fifty extra spells are also available which, frankly is a little excessive, as you'll soon find favourites and simply stick with those as they grow ever stronger. Should you find your inventory overflowing you can also buy backpacks to increase your carrying capacity, as well as replace one of your eight party members with a Tragg. This new pack animal defends itself far better than the old mule ever did, although, frankly, that's like saying a bowling ball is a better swimming aid than concrete underpants.
Dungeon Siege hasn't lost its touch and, with this expansion, it's still a power gamer's wet dream and yet accessible enough not to faze less experienced players. It is, however, too easy for those more experienced with the genre and some frugal shopping and stat-boosting can see your party cruise through most combat with need for little more than a short break for a picnic. If you know your RPGs then the 'Hard' setting will be the only one to challenge you.
Room For Dessert?
Legends Of Aranna's only fundamental flaws are exactly the same things that make it, and Dungeon Siege, a success. It's accessible by being shallow; it's addictive because it's based on repetitive dynamic. The linear nature of the campaign also means you'll be less willing to revisit it a second time round in multiplayer, which is sorely limited. Still if you can stomach another serving of Microsoft’s magic and monsters meal (and don't mind shelling out more than you should really have to), this is well worth sinking your teeth into. Just don't expect a revolution. This is an evolution; the refinement of a successful RPG.
My other problem is that I have started to get "mouse cramp" hand after an hour or so of playing. There are so many things to bash up (and hence repeatedly click on) - I'm worried that if I keep playing it then my index finger will start looking grossly out of proportion to the rest of my hand.....
*looks worryingly at hand*
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