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PLATFORM   PC

Dungeon Siege Preview

GAME INFO
publisher: Microsoft
developer: Gas Powered Games
genre: RPG

MINIMUM REQUIREMENTS
PII 333,128MB RAM, 8MB Video Card, 1GB HD
ESRB rating: M
homepage:
www.microsoft.com/games/dungeonsiege/

release date: Apr 03, 02 (released)
» All About Dungeon Siege on ActionTrip


January 30, 2001
Ure "Vader" Paul

Another action-fantasy RPG comes from Gas Powered Games and Chris Taylor, whose work we're all very familiar with. The success he achieved with Total Annihilation is still admirable. Right now he's the lead project designer and the president of Gas Powered Games. His main project Dungeon Siege is going to be a classic Diablo-type FRP experience. Even though it is still in development, it is one of the most highly regarded games on the net. From one point of view, we can definitely say that Chris is a guy who knows what he wants. He doesn't care much for complex RPG gameplay, he's concerned how to enhance unit management, character maneuverability, and intends to bundle it all in a constant real-time environment. The way this game turns out, may present a good example for other developers. No matter what specific genre they intend to stick to, it is still important that they maintain satisfying character controls and an approachable real-time combat. Why bother with complicating FRPG's now, when they're already getting too damn confusing for most players out there.

Well, the problem comes from the fact that there are two streams in the fantasy world; one crowd takes pleasure in the simple single-player Diablo variations, while the other tends to stick with the more intricate type of MMORPG playing. The ultimate mixture of both these features is essential for an ideal RPG. I guess the time for experiencing revolutionary kind of RPG's has not yet come. Until that happens we can surely amuse ourselves enough with games like Dungeon Siege, which tend to provide a more simple, but satisfying, approach to the whole fantasy-world thing. Total Annihilation, may just be the best example of the developer's determinations here; he's mostly anxious about not making games too complicated, so his intentions are pretty straight-forward - he wishes to create a game with plenty of action and present it all in a game environment that doesn't burden the player in any way.

Still, here's the storyline that has been announced so far: In a foul lair deep in the bowels of the world, the lord of all darkness sets in motion a sinister plot and waits eagerly for its completion. Persuaded by the hand of evil, armies of his followers charge forth to fulfill the dark master's wishes. Dusk falls with eerie silence as the vile army crawls over the land. In the foothills of the mountains, you finish the last of the day's chores; splitting firewood with the long, smooth strokes of an axe. Without warning, the evil horde swarms from the shadows. You duck their crushing blows like a seasoned warrior and sink the axe into many tough hides. But the marauders are intent on their mission and ransack the house and barn, searching for something.

Empty-handed, they set the buildings ablaze and stride off through the woods. Your blood pulses with the thrill of battle, your throat tight with anticipation. Someone must stop this onslaught of evil! But only the hardiest adventurer would survive such a perilous quest, journeying day and night through dense forests, arid desert canyons, musty catacombs, and dank dungeons, climbing high into snowy mountains and icy caverns, and descending deep into molten lava caves in the infernal pit of the world. It's unlikely that even the bravest of heroes could make such a journey alone, but perhaps there are a few skilled fighters and brilliant mages willing to join such a noble cause. So begins your great adventure. Meanwhile, the dark lord waits in his lair...

The focus in development had been kept on the features, which will make the game seem absolutely realistic to the player. One of these features is the size of terrains, which will remain constant and will not be interrupted by the annoying transitional loading screens. The idea here is to take a few small regions and form large maps. Brett Johnson, the lead level designer put it really simply: 'while pieces stream in, others pieces are streamed out. You could conceivably go on forever if you wanted to'. Roaming around in such a large environment, without any borders or aggravating loading screens, will give a tremendously realistic feel to player. Let us hope that the rest of the development team puts the same amount of effort into other important game aspects.

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