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The to-hit bonus for ported games being crap has to be something
like +4, with a greatly extended critical range. So why should Dungeon
Siege: Throne of Agony even be of interest? Because new content
based on existing franchises has worked well on the PSP -as the
Grand
Theft Auto and Syphon Filter games have shown us. Also, games
like the two Untold
Legends titles have demonstrated that an action RPG is a near-perfect
fit for the PSP hardware and controls. What those games lacked was
a compelling reason to play - they featured generic characters,
stories and combat, even by action RPG standards. Dungeon Siege:
Throne of Agony will not change any opinions you might have about
deep stories in action RPGs, but it is a fun game that is the best
handheld action RPG yet and will keep you going for many hours -
if you can get past its limitations and flaws.
The
story takes place in the Broken Lands, thereby sharing a common
frame of reference with the recent PC expansion Dungeon
Siege II: Broken World (not the only commonality - more on that
later). You end up stuck in the Broken Lands for reasons that depend
on your character. Allistair is searching for his love, a Seeker
who has gone looking for a powerful artifact, Mogrim is the last
of his kind, yet after the Cataclysm he feels drawn to the north
and Serin sees a need to strike back at the forces of evil, as all
of her people were struck 'blind' during the Cataclysm. You board
a boat together, which then crashes on the shores of the Savage
Forest - and your adventure begins. All of this foreshadowing is
done in a nice 'graphic novel' style that is very effective and
much more interesting than the typical scaled-down CGI.
What
you are really getting is a motivation more than a story - the world
was broken in the Cataclysm and there is much evil trying to fill
the void of power left in its wake. You are given a solid character
that has a purpose in this land - or at least thinks they do. You
travel from town to town, meeting leaders who need you to help them
out in various ways - beating back hordes or evil, finding lost
settlers, picking up dry-cleaning and so on. After taking care of
one area you are given a bigger chunk of information about the 'larger
story', which directs you on to the next area … and to the next
quest givers. It is just enough to keep you engaged while ensuring
you aren't ever lost by the pick-up-and-play nature of the PSP,
but it is a fairly thin story - even compared to the PC Dungeon
Siege games. The layout of the world is significantly different
here though - rather than a continuous world that you unfold a bit
at a time, you enter areas such as dungeons, then exit to the world
map, where you run around from area to area.
Dungeon
Siege: Throne of Agony allows you to choose from not one, not two,
but THREE completely predefined and configured characters - that's
right, you're the male fighter, male battle-mage or female rogue.
I know - knock you over with a feather, right?! Seriously though,
this isn't as bad as it sounds - each character actually has their
own back story and motivation for venturing into the broken lands.
Not only that but each of the characters has a very individual combat
style and set of companions that make fighting the same areas feel
different for each one. Mogrim is a huge warrior with very powerful
melee attacks, Allistair is a battlemage who can use melee weapons
as well as powerful magic and Serin is a dual-wielding rogue with
some great speed attacks.
Aside
from specialized skills and attacks, each player gets a companion
- instead of recruiting party members, Throne of Agony features
companions that you can summon called 'followers'. You select one
after choosing a character - each character gets to choose from
two, typically one focusing on melee and the other on ranged attacks
and support. As you progress through the game you will meet several
others, so by the end you can have up to ten available followers.
Simply summon one and it will appear at your side, while your current
follower returns to its Pokeball or wherever it came from.
Character
progression is a major aspect in most RPGs and it's prominently
featured here. The three character types are already very distinct
and offer a different gameplay experience, but the ability to tailor
your specific character to a great degree allows you to customize
this experience. And because it is just you and a follower, the
impact feels much greater than in the PC versions of the game. There
are more skills than you will ever have skill points for, so you
need to actually think and plan on where to spend the points for
maximum impact; going for a blanket approach will give you a broad
set of low level skills - and a quick trip to an early death. Applying
skills too narrowly will certainly find you focused on a single
skill type (or element) that is completely ineffective against a
certain boss - another recipe for a quick trip to an early death.
The game provides an abundance of information here - just check
out all of the possible skills and see how the progression changes
the skills, then you can start planning.
So
I decided to play the Allistair the Battle Mage and assumed that
my level-up strategy would focus primarily on staying alive and
casting more powerful magic, and secondarily on increasing my melee
attacks. Based on that I chose the Stone Golem follower over the
Lap Dragon - I was looking forward to watching the Golem lumber
in and take out enemies while I toasted them with fireballs from
the sidelines. Unfortunately it didn't really work that way - every
enemy focused all of their attacks on me and the Golem had no initiative
to attack enemies until I made the first move. On the good side
he could take loads of abuse, but on the bad side I ended up providing
primary melee attacks as well as magic attacks to initiate melee
- he was merely around to knock off some enemy hit points to make
my job a bit easier. Needless to say, I dumped him as soon as I
could. I found a nice Druid in the middle of Act I, who was very
good at casting healing spells when I was at full health and putting
herself into harm's way to help me use up some resurrection Ankh's
that were over-filling my inventory. I stuck with her for a very
long time because she would occasionally be very useful and was
a better support system than any of the other followers I found.
Followers
accumulate experience as your do - even if they are not active,
but in that case they level up more slowly. However, when they level
up you cannot simply allocate their points - their attributes points
are automatically allocated and you need to go to a scholar in town
and pay to allocate their skills. As skills increase in level they
increase in cost - but this isn't much of a problem, since you will
have plenty of extra gold to spend. The biggest hassle is taking
time to go to town to upgrade your followers.
Action
RPGs by their very nature are more about a series of missions that
end up telling a story rather than a true narrative. This is very
much true in Throne of Agony - you have a primary quest-giver who
gives you missions as well as helping you unravel bits and pieces
of the over-arching story, a little at a time. Unfortunately, most
of the time what you will hear is more like "thanks for finishing
the quest, here's your loot, blah blah blah, here's another quest."
The overall story is thin to the point that I actually got lost
between quest givers - it wasn't clear that I was done with one
section and that it was time to move on to the next area. This is
partially due to the quest structure; you are given quests and occasionally
you can choose to accept or reject them, but if you accept then
you get a small description in your quest log.
The
quest has a number associated with it - that number is the recommended
player character level before tacking the quest. For example, I
picked up an optional quest early on that was a '28' when Allistair
was level 16 - I knew it would be a while before I attempted that
one! This quest-leveling is very helpful at helping you keep track
of where you should be if you expect to successfully meet a challenge,
but it has another effect - you become a slave to the numbers, constantly
going back through areas to gain more experience and additional
levels. You also tend to get more experience by spending extra time
in a dungeon, since enemies respawn slowly over time. If you are
in need of significant experience you can spend quite a while grinding
out a level in a dungeon before tackling the next quest and by the
time you do start the quest you might not remember what you're doing
anymore.
One
of the great things in the Dungeon Siege games is the teleportation
system. After exploring an area you can find and activate a teleporter,
which allows you to quickly return to a town to sell off some booty
or buy some potions before proceeding. What if I told you that in
this game, getting from a dungeon entry to a teleporter not fifty
feel away and teleporting to a city and walking to the vendor right
beside the teleporter and then returning takes about five minutes
- and that more than four of those minutes are spent watching 'now
loading' screens? Load times are a typical bane of the PSP fan's
existence, but these are particularly heinous because they don't
seem bad at first. Thirty seconds here, thirty seconds there, fifteen
seconds to wake up from sleep mode, ten seconds to load the main
menu (yes there is a loading screen for the menu) - none of these
times are very long, but they start to stack up and become annoying.
This
is exacerbated by other decisions and problems - the inventory system
being chief among them. Your slots are very limited and they include
items you have equipped. So if you can carry 35 things and have
a total of 13 items equipped, including weapons armor and other
stuff, then you only have around 20 slots remaining. Health and
mana potions stack in inventory (only five per stack though) but
town portal scrolls and Ankhs don't. So if you are going into a
dangerous dungeon you can expect to have at least a dozen slots
taken up by potions, scrolls and Ankhs. This forces you into a position
of either constantly returning to town to sell stuff off or just
skipping the loot. It was at this point I had my single positive
memory of the Untold Legends game - in the first one you could learn
a spell that would turn items to gold (at a lousy exchange rate,
but still). I would have loved that option here.
One
thing is certain about this type of game - it is the kind of experience
people love to share. The best way to share this type of game is
using online co-op multiplayer - something that Dungeon Siege: Throne
of Agony doesn't support. I have too few friends with PSPs and even
less time to play games in the same room with them, so all I got
was a single half hour session of co-op. This was just enough to
tell me how excellent it would be exploring these dungeons with
an intelligent friend at my side, rather than a 'follower'. It also
made it more frustrating every time I was struggling against a pack
of foes and found my stone golem chatting up a rock on the sidelines.
I
had a load of fun playing Dungeon Siege: Throne of Agony, but I
was struck at every turn by how much better it could have been.
There are other minor issues - the inventory system, repetitive
combat and lack of intelligent allies and enemies are the most notable
- that plague the game, taking what is at times a truly excellent
experience and making the end product frustratingly average. It
is frustrating because it is clear while playing that this game
could have been so much better with a few tweaks to the gameplay
and some significant load-time optimization. If you can overlook
all that though, there's a great action RPG adventure here that
deserves your attention.
Reviewed by Michael Anderson for AceGamez (All Rights Reserved).
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