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Baldur's Gate: Dark Alliance
  • Release Date: December 04, 2001
  • Genre: Role-Playing
  • Style: Isometric Action RPG
  • Similar Games: Diablo II (IBM PC Compatible), Dungeon Siege (IBM PC Compatible)

Game Description

A hack-and-slash adventure set in the Forgotten Realms, Baldur's Gate: Dark Alliance marks the console debut of the renowned RPG series, albeit in a somewhat altered form. Experience points and character skills still play a vital role in leveling up your chosen character (of which three classes are available: a dwarven warrior, human archer, and elven sorceress), though you'll find these are the only RPG aspects retained. Spanning three acts, players will need to perform a variety of quests and sub-quests, each of which will reveal more of the game's plot or provide a good opportunity to pilfer some new weapons or items.

A large menagerie of evil beasts, mutants, monsters and undead will swarm the player at every available opportunity, and as such, armor and weapons will be needed to annihilate them. Increasingly powerful items can be found in the game's many dungeons, caves, and forests, or bought from the local town store. Your character does have a weight limit however, restricting the number of items you can carry at one time. Rudimentary puzzles occasionally block your path, though the majority of the time you'll be up to your neck in enemies. Each act also contains powerful boss characters, many of which tower high above your character.

Real-time 3D environments allow for a number of interactive elements, such as exploding barrels and movable crates. Should the need arise, the camera can be manipulated via the right analog stick in order to better ascertain your whereabouts, or more importantly, the location of your enemies. Included in the title is a cooperative mode, which allows two people to work together throughout the entire adventure, sharing not only the spoils of combat, but also the danger that goes along with acquiring such items. Baldur's Gate: Dark Alliance features voice talent from popular titles, such as Legacy of Kain: Soul Reaver and Metal Gear Solid.
~ Gavin Frankle, All Game Guide

Roots & Influences

Baldur's Gate: Dark Alliance remains in the Baldur's Gate world while being a diversion from the series. Rather than using the point-and-click driven interface from the PC iterations, Baldur's Gate: Dark Alliance is an action, hack and slash RPG and still manages to be story driven. Because of the success of the PlayStation 2 version, it was converted to the Nintendo GameCube and Xbox.
~ Matthew House, All Game Guide

Review: Overall

First things first: Baldur's Gate: Dark Alliance is nothing like the hit PC role-playing series by BioWare. While the game also features monsters and rules from the third edition of Dungeons & Dragons, the level of detail in character classes, spells, and combat has been toned down considerably to a pure hack-and-slash format. This is not necessarily a problem, however, as the combination of action, treasure seeking, and character development is highly reminiscent of that other hit PC role-playing game, Diablo II, with 3D graphics that go far beyond Blizzard's 2D beauty.

Unlike most traditional role-playing games, players cannot create their own character but instead must select from the following three classes: a dwarven fighter, a human arcane archer, and an elven sorceress. The game begins as your character is beaten and robbed of his or her belongings upon entering Baldur's Gate. Play then takes place within a tavern, where characters are free to converse with the locals. While the game is played from an overhead perspective, conversations switch to an impressive first-person view. The 3D characters spring to life with surprisingly articulate gestures, while speaking in the professionally acted style players have come to expect from the series.

Your first assignment is simply to investigate a rat problem in the tavern's basement, kicking off an adventure spanning multiple regions and environments with a variety of memorable encounters. The 3D graphics are stunning, using what is perhaps the best use of the PlayStation 2's light-sourcing capabilities in a game to date. Torches flicker along the cobblestone walls, spells streak across the screen like brilliant fireworks, and the water effects are wonderfully realistic. Ripples follow characters as they walk through shimmering pools and murky swamps, adding a great sense of detail not typically found in action role-playing games.

Combat is smooth and responsive. Players have the ability to quickly use healing potions with the shoulder button and switch between ranged and melee weapons by simply pressing the directional pad. Encumbrance is factored in how fast characters move, and an individual weapon's weight is also accounted for with each swing (a two-handed battle axe shouldn't move as swiftly as a dagger, and it doesn't in this game). Killing monsters earns players experience as well as points used to develop a character's spells and feats. Depending on the class, players can develop 5-14 passive feats after leveling up, such as willpower and targeting, and 3-6 active feats, like burning hands or exploding arrows.

As in Diablo II, individual pieces of armor are displayed on the character's body and players can find the usual assortment of gloves, helmets, boots, rings, and amulets made of varying materials. Items can be purchased from a shopkeeper in each of the three acts, but the majority of quality weapons and armor are found in chests, weapon racks, or on the monsters themselves. Speaking of which, there are around 35 enemy types, from rats and kobolds to yeti and wolves to gelatinous cubes and massive frost giants. Players even get to face a beholder and a white dragon as bosses, although they are not as difficult as they are in the two PC versions of Baldur's Gate.

While there is certainly enough diversity in the locales (caves, dungeons, mines, mountains, castles, forests, and more), the biggest drawback is the game could use more of just about everything: characters, levels, monsters, quests, and items. The gameplay is so addictive, so entertaining, the 11 hours it takes to finish it on normal difficulty simply flies by too quickly. Fortunately, the three included characters have considerably different fighting styles, encouraging you to play as a new class on a harder setting, and two bonus modes can be unlocked as well. With a cliffhanger ending setting up an imminent sequel, Dark Alliance is the start of an exciting new franchise that should not be missed by Diablo fans.
~ Scott Alan Marriott, All Game Guide

Review: Enjoyment

While certainly not as deep as Baldur's Gate, the action is fast and responsive with great visual effects.
~ Scott Alan Marriott, All Game Guide

Review: Graphics

The animation, detail, and lighting effects are among the best seen on the PlayStation 2.
~ Scott Alan Marriott, All Game Guide

Review: Sound

Many of the actors who worked on the earlier Baldur's Gate games have returned for Dark Alliance. Sound effects are equally as impressive, but the majestic orchestral music only appears in select places.
~ Scott Alan Marriott, All Game Guide

Review: Replay Value

Two players can fight the enemies simultaneously, and the game offers two bonus modes after completing the main adventure. Players can also save their characters to memory card and take them to a friend's house.
~ Scott Alan Marriott, All Game Guide

Review: Documentation

The manual clearly explains each spell, feat, and ability characters possess during the game. Players need not be familiar with the {*Dungeons & Dragons} world to enjoy this game, but a complete monster list would have been nice.
~ Scott Alan Marriott, All Game Guide

Production Credits

Company 1: Black Isle Studios ; El Presidente: Feargus Urquhart ; Producer: Darren Monahan ; Line Producer: Kevin Osburn ; Audio and Localization Producer: Fred Hatch ; Design: Chris Avellone ; Additional Voice Over Animation: Pete Meihuizen, David Pursley, Glenn Price ; Division Operations Manager: Benson ; Company 2: Snowblind Studios ; Lead Programmer: Ezra Dreisbach; Engine Programmer: Ezra Dreisbach ; Game Design: Chris Avellone, Ezra Dreisbach, Ryan Geithman ; Game Programming: Ryan Geithman, Paul Haugerud, Raoul Said ; Lead Character Artist: Jon Van Deusen ; Lead Background Artist: Brian Sostrom ; Senior Artist: Brian Johnson, Jason Wiggin ; Artist: Chris Donovan, Tami Foote, Joel Payne, Javier Rodriguez ; Cinematic Artist: Brian Sostrom, Jason Wiggin, John Van Deusen ; Business Director: Ryan Geithman, Brian Sostrom ; Company 3: Interplay Entertainment ; Sound and Music Supervisor: Adam Levenson ; Supervising Mastering Engineer: Craig Duman ; Sound Design: Rebecca Hanck, Mark Allen, Paul Gorman, Ann Scibelli, Harry Cohen, Mike Kamper ; Music: Jeremy Soule, Will Loconto ; Elfsong Vocalist: Darlene Koldenhoven ; Elfsong Vocal Recording Engineer: Doug Lenier ; Music Editing: Ron Valdez ; Voice Over Casting: Chris Borders; Direction Supervision: Chris Borders; Voice Over Recording Studio: Screenmusic Studios; Voice Over Talent: Michael Bell, Earl Boen, Jim Cummings, Wayne Grace, Jennifer Hale, Vanessa Marshall, Bill Martin, John Mayer, Kevin M. Richardson, Hidi Shannon, Dwight Schultz, Frank Welker, Cam Clarke, John Rhys-Davies, Tony Jay, Cree Summer, Jeff Bennett, Corry Burton; Supervising Dialog Editor: Stephen Miller; Dialog Editing: JP Walton; Mastering: Frank Szick; Audio Supervision: Craig Duman; Audio Scripting: Craig Duman, Stephen Miller, JP Walton; Dialog Localization Mastering: Frank Szick; Foley Supervision: Charles Deenen ; Foley Artist: Gregg Barbanell; Foley Mixer: Shawn Kannelly; Sound Liberation: Scott Purvis; Audio Director: Charles Deenen; Audio Operations Manager: Gloria Soto; Mixing: Lance Brown, Charles Deenen; Marketing Director: Margo Engel; Associate Product Manager: Michael Scharnikow, Michael Greene; Public Relations Manager: Heather Greer; Public Relations: Linn PR; Creative Services Senior Manager: Kathy Helgason; Manual: Chris Avellone; Manual Design and Layout: Michael L. Quintos; Traffic Manager: Brian Harkins; Senior Video Manager: Dan Williams; Senior Media Producer: Dave Cravens; Senior Media Editor: Dave Cravens; Media Producer: Chris Folino; Media Editor: Chris Folino; Web: Jessica Urquhart, Bill Stoudt, Kristen Adam; Quality Assurance Manager: Monica Vallejo ; Quality Assurance Project Supervisor: Harold Kim, Shanna Takayama, Eric Fong, Ed Hyland ; Quality Assurance Senior Tester: Gary Tesdall, John Kirkland, Amy Presnell, Charles Salzman, Jeff Husges ; Quality Assurance Tester: Tex Yang, Jeff Mitchell, Matthew Phillips, Jason Perez, Chris Buskirk, Reuben Park, Josh Henk, Justin Hamilton, Robert Hanson, Chris Heidari, Michael Los ; International Product Manager: Tom Decker ; International Product Assistant: Rafael Lopez ; Localization Editor: Olaf Becker, Carole Huguet, Hedwige Steleman
~ Matthew House, All Game Guide


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