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Dungeon Siege

 
AnswerNote: Dungeon Siege
Dungeon Siege
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This fantasy video game takes place in the Kingdom of Ehb, a land populated by warriors and sorcerers, strange creatures both alive and dead. The game can be played by one or more players. A 3-D fantasy role-playing game, Dungeon Siege allows the player to control up to eight characters covering a gamut of skills. The main goal is for the hero to discover why hordes of monsters have begun to invade the surrounding communities.

Last updated: June 15, 2004.

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Games: Dungeon Siege
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  • Platform: IBM PC Compatible
  • Release Date: April 05, 2002
  • Genre: Role-Playing
  • Style: Third-Person 3D Action RPG
  • Similar Games: Diablo II (IBM PC Compatible)

Game Description

Dungeon Siege is an action-oriented RPG set in a rich, hand-designed 3D game world. Heroes find free-flowing, Diablo-paced combat at every turn as they move through the beautifully rendered Kingdom of Ehb. The player designs a single character, assigning (mostly cosmetic) attributes such as gender, skin tone, hair color, clothing, and a name. The character starts as a simple farmer, whose daily chores are interrupted by the visit of an old friend. He has been mortally wounded and with his dying breath, he warns that an uprising of evil has come to the land and that something truly horrible is behind it. The player's character must deliver an urgent message to the next town, or all may be lost. And so the hacking and slashing begins.

As the player's character battles her way through the first few levels of the game, her skills and abilities begin to improve according to the way she fights. Characters who charge forward with swords and axes grow in Strength and Combat Skill. Archers improve in Dexterity and Ranged Skill. Spellcasters develop their Intelligence and increase their skill level in type of magic they use. Soon, the player's character begins to meet NPCs willing to join her crusade, some out of gratitude and some for a price. There are many warriors and wizards displaced by the recent uprisings, willing to lend their talents to the good fight. Eventually, up to eight characters form the party, slaying evil creatures together as they explore the diverse landscapes.

The party travels through serene forests, dank caves, frosty mountains, dark jungles, and fiery lava flows as they cleanse the monster-infested Kingdom of Ehb. Several inventory options and behavioral settings allow players to train their characters to fight efficiently together in nearly any situation. When the Kingdom of Ehb is finally secure, entirely new worlds are available for multiplayer adventuring. Several connection options and a built-in service are designed to make it easy for all sorts of players to find companions for quick "pick-up" games and long-term cooperative and competitive multiplayer adventures.
~ T.J. Deci, All Game Guide

Review: Overall

Dungeon Siege offers an appealing mix of innovation and imitation. At first, one must assume the game is about its beautiful 3D environments. The world of Ehb is enormous, gorgeously detailed, and may be explored in one continuous journey with no load screens. Yet after a few sessions, the player realizes that the pacing of the game, and its balance of story and action, follow the down-to-business hack-and-slash formula established nearly five years earlier by Blizzard's Diablo. Above all else, Dungeon Siege is simply about killing all the monsters you can find and taking all their treasure. Uncomplicated quests are light on puzzles and heavy on enemies. Rewards come in the form of random loot that spills to the ground in a good fight. As they begin to feel the groove of the gameplay, players will cry out, "They stole this from Diablo!" Chances are they'll keep playing, though, and soon will also be asking, "Why didn't anyone think of doing it like this before?"

Through an empowering interface, the single player directs a party of up to eight adventurers as they cleanse the monster-infested Kingdom of Ehb. Dungeon Siege features sophisticated party-management tools and the game can be paused at any point, but the way that it plays is only superficially similar to most other party-oriented combat adventures, such as the Baldur's Gate titles. Dungeon Siege is not laid out for that kind of tactical organization. The game is focused on chaotic, real-time battle instead of careful, incremental planning. Deep strategic challenges are few. The draw of each new encounter is not in the positioning or plot advancement, but in the thrilling combat action itself. And yes, they stole that from Diablo.

Actually, Dungeon Siege seems admirably shameless about its inspiration. Beyond the general style of play, the title recycles numerous specifics from Diablo and Diablo II. Perhaps these should be considered "tributes." Magic items are noted by their blue text, and have names like "Amulet of the Badger" or "Blade of the Fox." Other elements, from the paper doll inventory window to the "red equals health, blue equals mana" scheme, are instantly familiar. Also as in Diablo, characters are basic archetypes, defined more by statistics than by personal history or cultural background. Old tomes and bits of NPC gossip allude to the long and storied sagas of Ehb, but only to players who actively seek these things out. Most will be worrying more about the hit points and armor ratings of those scary looking Droog up ahead, and less about ancient game world legends. Nevertheless, those who do look for the stories will find they are well written and nicely presented.

Presentation is the area in which Dungeon Siege truly shines, surpassing the techniques of its PC RPG forbearers by a quantum leap and rivaling the best efforts of contemporary 3D releases in other genres. Although a useful "megamap" facilitates cross-country navigation, it is common to lose one's way in the main view. This is to the game's credit; the player becomes lost in different areas not because they're purposefully designed to be confusing, but because they're so realistically huge and thick with detail. Though less of a technological breakthrough, the game's sound is also first-rate. Effects are full and crisp. Voice acting is sparse, but excellent. Music enhances the right emotions. Resolution, EAX support, and other video and audio attributes are easily adjusted for play on a variety of systems, allowing hardcore action gamers to make good use of their latest toys while still running solidly on the casual player's more modest system.

Aside from the spectacular presentational differences, Dungeon Siege is set apart from other action RPGs by its ease of use. It's a laid-back game to play. While it didn't discover the fun of straightforward hack-and-slash adventuring, it comes close to perfecting it. Instead of relying on cumbersome RPG standards to bolster the challenge, Dungeon Siege strives to remove all inconvenience. Nearly every task that was considered a chore in games such as Diablo and Baldur's Gate can be automated in Dungeon Siege. Need to organize your inventory to make room for that magic armor the Trog boss just dropped? Don't drag-and-drop each individual item to the top of the grid -- just press the "K" key and inventory items instantly pack themselves to free up space. Instead of clicking on each individual potion and gold pile littering the floor after a big battle, just press the "Z" key and the nearest characters quickly collect all the treasure in sight. Some players might almost feel like they're cheating. Inventory space limits and attribute requirements play the same roles as in other games, but tedious micromanagement is replaced by efficient automation wherever possible. In fact, it could almost be said that the game plays itself.

Of course, the biggest danger in creating a game that "plays itself" would be keeping the player involved. As eight brave characters enter free-flowing battles against swarms of various enemies, the player's only direct involvement in the fracas may be a few game-paused mouse clicks. But the player's role is not diminished in Dungeon Siege, it is merely transposed. Instead of carefully steering individual characters and continually reassigning orders in the heat of battle, the player can set basic tactics for each character beforehand. Perhaps melee fighters should be set to "Engage," "Attack Freely," and "Target Closest," for example, while the archers and combat magician are set to "Target Strongest" and the healers are set to "Hold Ground," so they'll cast their spells from a safe distance. Different movement, attack, and targeting behaviors can be assigned to anticipate different situations. There are many possible combinations for any party, and a hotkey system makes it easy to switch between preset configurations on the fly. The player is still in control, but basic tactical stances are more easily assigned before the battle begins.

Perhaps the most comparable precedent for Dungeon Siege is not Diablo itself but Delphine Software International's Darkstone. That 1999 game also closely followed the Diablo formula of heavy action and easy control, while adding multiple player characters, a simplified interface, contemporarily impressive 3D graphics, and a toned-down "T" ESRB rating. Before its release, Darkstone was heralded as the "Diablo-killer we'd all been waiting for." Though many reviewers really liked the game and it sold well enough, Darkstone was often too easily written off as derivative, its brave innovations overshadowed by its competent imitations. But do we really need to "kill" Diablo to enjoy another game created in its image? Hopefully Dungeon Siege will meet more distinguishing praise and better sales than its underappreciated predecessor. It is certainly worthy.
~ T.J. Deci, All Game Guide

Review: Enjoyment

Dungeon Siege finds the essence of what makes an action RPG fun. The ease, convenience, and engaging urgency of the Diablo games are made even easier, more convenient, and more immediately engaging, brought to life in a rich 3D game world you must experience yourself to fully appreciate.
~ T.J. Deci, All Game Guide

Review: Graphics

The prettiest third-person RPG to date. Even many hours into the game, you'll still gape in awe as you enter a new area, encounter a new weather effect, or meet a new monster. Mountains and forests, buildings and bridges, individual trees and flowers are designed with artistic talent and rendered with technological expertise.
~ T.J. Deci, All Game Guide

Review: Sound

Battle sounds are crisp and rousing, ambient noises are spooky and unsettling, and the dynamic score is nearly always appropriate to the situation. Not the game's most immediately impressive feature, but the music and sound effects more than hold up their end of the presentation.
~ T.J. Deci, All Game Guide

Review: Replay Value

One reason that {*Dungeon Siege} can present such a detailed and varied world is that unlike the {*Diablo} games, its levels are hand-designed. The lack of randomly generated dungeons is no great loss though, for the lands of {*Dungeon Siege} are large. Once you finally do make it through the enormous Kingdom of Ehb, the multiplayer game offers completely new worlds to keep you hacking and slashing for many nights to come.
~ T.J. Deci, All Game Guide

Review: Documentation

You may have to skim through a few pages of the manual to find that bit of information you want, but chances are that it's in there some place. The publisher is zealously confident that you'd like to have a "Microsoft Passport" account, as setting one up is the only way to register the game online.
~ T.J. Deci, All Game Guide

Production Credits

Company 1: Gas Powered Games; Designer: Chris Taylor; Project Leader: Chris Taylor; Producer: Jacob McMahon; Designer: Jacob McMahon; Tech Lead: Bartosz Kijanka; Art Director: Steven Thompson, Mark Peasley; Engineer: Mike Biddlecombe, Scott Bilas, Bartosz Kijanka, James Loe, Chad Queen, Rick Saenz, Adam Swensen; Network Administration: Marsh Macy; Assistant Producer: Marsh Macy; Condcept Artist: Joe Kresoja, Kevin Pun, Darren Lamb, Dave Dunniway; Terrain and World Modeling: Dave Dunniway, Kevin Pun, Brett Johnson; Animaiton: David Pemister, Joe Kresoja, John Gronquist, Carlos Naranjo; Modeling: David Phemister, Joe Kresoja, John Gronquist, Carlos Naranjo; Texturing: David Phemister, Joe Kresoja, John Gronquist, Carlos Naranjo; Textures and Foliage: Darren Lamb; World Designer: Sarah Boulian, Jason Ernsdorff, Brett Johnson; Scripting Engineer: Jason Ernsdorff; Special Effects: Eric Tams; Content Engineer: Eric Tams; Office Administrator: Michelle Lloyd; Production Assistant: Carlos Naranjo, Michelle Lloyd; Level Designer: David Tomandl, Greg Romaszka, Christopher Burns, Erik Johnson, Ruth Tomandl; Production Coordinator: Bert Bingham; Story and Dialog: Neal Hallford, Sarah Boulian, Bert Bingham, Evan Pongress; In-Game Story Sequences: Evan Pongress; Technical Documentation: Jeremy Snook; Community Coordinator: Darren Baker; Original Music Composition: Jeremy Soule, Julian Soule; Sound Design Supervisor: Frank Bry; Earthgate Team: Richard Smith, Steve Parrott, Pasha Smith, Beau Brennen, Kalev Tait, Travis Gray, Laureen Hart; C.P.G. Test Team: Jeremy Snook, Jason Moerbe, Jonathan Burns, Jason Clark, Jim Clark, Steve Crawford, Paul Dahlke, Joshua Drollman, Doug Jacobs, Jason Kies, Brian Moore, Buddy Phillips, Ted Snook, Eric Snyder, Matt Szuch, TJ Wright; Company 2: Microsoft; Program Manager: Bartosz Gulik; Test Lead: Christopher Liu II; Lead Product Planner: Jon Grande; Tester: Andrew Aleshire, Larry Bridges, Daland Davis, Sean Epperson, Sharon Evans, Mark Grimm, Greg Hertager, Bryce Jones, Mark Medlock, Slava Mikhailiouk, Scott Murray, Darryl Shannon, Jeff Waibel, Brian Warris, Jason York; Zonematch and Strke Team Development: Andy Glaister, John Smith, Richard Tsao, Denise Mak, Leon Pryor, Curt Carpenter, Brian Chapman, Chris Haddan, Michael Moore, Randy Shedden, Michael Warning, Shaun Cooper, Mike Truty, Rich Bonny, Michael DuPas, Eric Lee; Recon Tester: Jason Mangold, Brandon Anthony, Brandon Baker, Yancy Burns, Jason Collins, Stephen Davies, Jeremiah Foco, Craig Marshall, Joshua Ockman, Michael Osgood-Graver, Josh Priggs, Mike Puzio, Charles Roberts, Aaron Schmitt, Benjamin Steenbrock, Michael Sworgger; Multiplayer Tester: Brian Lemon, Jaime Pirnie, Scott Bell, Brad Catlin, TJ Duez, Bret Fenton, Shawn Johnson, John Laughlin, Bryan Wood; Configuration Testing: Paul Gradwohl, Brady Burns, Kevin Connolly, Jeff Felker, Dan Hitchcock, Tysan James, Mario Vera, Eric Johnson, Yaqub Bandry; Art Assistant: Corey Dangel, Kevin Loza, Ryan Wilkerson; User Education: Marty Blaker, Laura Hamilton, Brian Hunt, Chris Lassen, Pat Rytkonen, Jeannie Voirin; Localization Development: Victoria Olson, Jim Reichart, Kazuyuki Shibuya; User Tester: Michael Medlock, Ben Babcock, Lance Davis, Kyle Drexel, Jerome Hagen; Marketing: Michelle Jacob, Lisa Krost, Christopher Lye, Darren Trencher
~ Keith Adams, All Game Guide
Wikipedia: Dungeon Siege
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Dungeon Siege
DungeonSiegeBoxArt.jpg
Developer(s) Gas Powered Games
Publisher(s) Microsoft Game Studios
Designer(s) Chris Taylor
Engine Custom engine
Version 1.11.1462
Platform(s) Microsoft Windows, Mac OS X
Release date(s) 2002
Genre(s) Computer role-playing
Mode(s) Single-player, Multiplayer
Rating(s) ELSPA: 15+
ESRB: M (original), T (patched)
Media CD, DVD
System requirements Microsoft Windows
4:3 Display, Windows 98, 8x CD-ROM, DirectX 8 or above, 16 MB video card, 1 GB hard disk space with DVD version
Mac OS X
Mac OS X 10.1 or above, 450 MHz PowerPC G3 processor, 256MB of RAM, 16MB video card
Input methods Keyboard and mouse

Dungeon Siege is a computer role-playing game developed by Gas Powered Games and published by Microsoft Game Studios. Chris Taylor (from Total Annihilation) showed Dungeon Siege years in production for the first time at E3 2000. The game was released in 2002 and later bundled with the X800 line of video cards in 2005.

In November 2003, Gas Powered Games and Mad Doc Software developed an official standalone expansion pack for the game called Dungeon Siege: Legends of Aranna. It includes the original game.

Contents

Introduction

The player participates in a quest to save the land of Ehb from the forces of evil. The player follows the main character from their humble beginnings as a farmer to their ultimate destiny as a powerful hero or heroine. As the game progresses, the main character may be joined by other adventurers, whom the player also controls. The background is based in a fantasy medieval world with geographic variety in open and closed environments (dungeons). The graphics are mildly detailed with environment changes.

Aranna is the continent upon which the games of the Dungeon Siege series take place. The Kingdom of Ehb is at the western edge of the continent. Dungeon Siege and its expansion pack Dungeon Siege: Legends of Aranna take place in and around the Kingdom of Ehb.

Story

In the Kingdom of Ehb, a humble farmer's life is turned upside down when a small band of evil goblin-like creatures attack the community. The Krug, as they are known, must be stopped and the player's character is tasked with seeking help from the neighboring town of Stonebridge. Along the way, the player may meet others willing to help them in their quest. The player soon discovers, however, that their story does not end upon reaching Stonebridge.

According to the game's back-story, The Kingdom of Ehb is a border kingdom in the continent of Aranna, next to the Plain of Tears. Originally a trading post on the outskirts of the Empire of Stars, Ehb later achieved temporary status as a military protectorate and province when the 10th Legion migrated westward.

In the wake of the War of Legions, and the ensuing collapse of the Empire of Stars, Ehb became an independent kingdom in its own right. Stability was achieved thanks to the protection provided by its fortifications and the 10th Legion — one of the most highly trained armies of Aranna.

Ehb presents a rich variety of terrains and peoples for players to interact with. Valleys, icy mountains, swamps, deserts, deep forests, cliffs and volcanoes adorn its layout. Its main inhabitants are Humans and Dwarves who live in harmony and acknowledge the same ruler. Players will also encounter the primitive Krug, the secretive Goblin technologists, the loathsome undead and the mysterious, though largely autonomous, Droog. The player's final objective is to defeat Gom, the leader of the Seck, a race of mysterious, spiteful monsters.

Gameplay

The gameplay is a mixture of pause-and-go tactical management and point-and-click action. The mechanic is highly similar to that of latter Ultima games (so much so that fans have recreated certain Ultima titles using the Dungeon Siege engine), and to a lesser degree, action RPGs like Diablo or early action role-playing game games like Nox. The Dungeon Siege quest is highly linear and involves constant hack and slash battle, similar in some ways to platform and beat 'em up games.

The game uses a display engine that makes the entire experience seamless, with no load screens. The interface is completely scripted with a programming language called 'scrit'[citation needed] and the development of its expertise is called 'scrit-foo.' This scripting system allowed for many "siegelet" add-ons, which modified game play.

The party system is automated but efficient with basic formations, resources, and action-response. In addition to being able to recruit non-player characters (NPCs) that function much like the player's own character, it is possible to buy a mule to help carry more items as a member of the group. Players can recruit and disband party members, but must retain at least one party member at all times.

Dungeon Siege supports multiplayer cooperative gaming over LANs and the Internet (direct TCP/IP connection, as well as ZoneMatch).

Music

Dungeon Siege features an orchestral soundtrack by award-winning composer Jeremy Soule. Soule also scored Dungeon Siege II.

Bonus packs

Gas Powered Games released two promotional mods labeled as "bonus packs":

Yesterhaven
Yesterhaven is a multiplayer short story that can only be played online. It does not require a pre-existing character, nor any previous experience with Dungeon Siege. This bonus pack can be downloaded from Gas Powered Games and requires the original Dungeon Siege. The monsters in Yesterhaven are relatively weak, posing a challenge only to beginning characters. The story revolves around a single town that undergoes three "plagues" during the early years of Ehb, reusing many of the monster types found in the original game with new settings.
Return to Arhok
Return to Arhok continues the story of Legends of Aranna and requires both the expansion and Windows XP to run.[1] It is also called XP Level. However, some users who have Windows Vista could play the expansion, only with the warning that there would be some minor incompatibilities with the OS.

Mods

The game engine allows content creation and modification through a released toolkit. New content and modifications are called mods or siegelets. There are many mods created by amateurs available for download on the internet, with features ranging from new graphics to completely new character development systems.

Legacy

A sequel, Dungeon Siege II, was released in 2005. In March 2006, Take-Two Interactive acquired all publishing rights to Dungeon Siege, ending the four-year partnership between Microsoft and Gas Powered Games. In October 2006, Dungeon Siege: Throne of Agony was released for the Sony PlayStation Portable, considered to be the third episode in the series storyline.

A movie based on the game, In the Name of the King: A Dungeon Siege Tale, was released January 11, 2008. It was directed by Uwe Boll.

In June, 2008, Chris Taylor announced to Euro-Gamer that Dungeon Siege 3 was 'in the works' and would focus on a single player character rather than a group.

See also

References

External links


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