Dungeon Siege III (Xbox 360) review
"Despite some subquests and optional grinding, itís mostly a long winding trip down an inevitable path, and often times back along the inevitable path. Expect to do a lot of walking. This is a hallmark of the Dungeon Siege series, so it should be no surprise that it hasnít changed. But developer Obsidian has tried to infuse it with a choice-and-consequence system. In theory, this seems like a great idea. But in practice, itís the difference between an attack rating of 142 and an attack rating of 145. Was it worth reading through all that dialogue?"
About half way into the Dungeon Siege III storyline, maybe eight to ten hours deep, you mediate the issue of robot worker rights as part of a quest chain. Donít worry, these are steampunk robots; Dungeon Siege III wonít go all Barrier Peaks on you. But itís a significant part of a quest chain. In the end, I came down on the side of the robot workers, which earned me the deed ďProletariat HeroĒ. It was listed on a page of about eight deeds Iíd earned. The associated reward was +3 to my attack rating. Which would be pretty nifty if an attack rating was 15 or so. But thatís not the case. At that point in the game, my attack rating was 142. As a proletariat hero, my attack rating went up to 145. That was my reward.
Dungeon Siege III is driven by these sorts of teensy incremental changes. When you level up, you get to choose whether your agility is increased by 5% or whether your healing ability has a 10% chance to stun enemies for one second. Your stats are determined almost entirely by your equipment, which means youíll spend a lot of time comparing a +3 here to a -1 there. Itís a game about scraping numbers into small piles, and the loot chase is almost entirely a matter of shuffling the piles around a bit.
Freelance review by Tom Chick (June 23, 2011)
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