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It is seldom a good sign when I become 'of two minds' about a game.
It usually means that there is simultaneously something terrifically
compelling and also something terribly wrong with it. This means
that while I have found that singular nugget that the developer
hopes will hook gamers into the experience, I have found it at the
expense of walking through the minefield of issues that were left
lying around somewhere during the design or implementation phases
of the project. Such is my plight with Dungeons & Dragons Tactics.
I
know it really doesn't matter what the game is called or what the
box art looks like or if there are any spelling or grammatical errors
on the back cover ... it only matters if the product inside is good.
However, just starting this review I have already typed Dungeons
& Dragons Tactics twice ... errm ... three times, and it really
rolls poorly off the tongue, whereas D&D Tactics is a wonderful
sounding title that instantly communicates the same thing to anyone
who has been involved with gaming of any type for any time period.
So from here on out, the game is simply D&D Tactics.
Perhaps
the greatest and most immediately apparent strength of D&D Tactics
is the brand itself - the game sets out to bring a pure AD&D experience
to the PSP that is as close to the tabletop game as possible, with
the PSP as Dungeon Master and you as the adventurers. The game makes
the interesting choice of not adopting any of the classic lands
already established in AD&D lore, but instead creates a new area
to explore and define as its own. Your story takes place in a border
region between the feudal peoples of the Lendesi and the tribal
clans of the Vinsaxi. The region contains all of the usual terrain
types, towns and dungeons of any classic fantasy tale, and as the
story unfolds you will either be tasked or find opportunities to
explore all of the possible areas. The use of a new area allows
the developers to carve out their own method for telling the story
without feeling beholden to existing terrain boundaries or clan
borders, and it works pretty well. You will not be so smitten that
you will be clambering for new tales in this land, but neither will
you have issues with choices made that clash with years of established
history for the other regions.
D&D
Tactics claims to have depth enough for tabletop veterans yet simplicity
enough to be enjoyable for those who neither know nor care about
poring over massive manuals and tables of statistics and rules.
That is a pretty ambitious declaration and one that the game does
a merely adequate job of meeting. The entire documentation for the
game consists of about 35 pages (in a 50 page manual with 15 pages
of PSP info and credits) including explanation of game modes, multiplayer,
controls and so on. That really doesn't leave much room to explain
the underpinnings of what is going on during a battle for either
the novice or expert. For example, an experienced player doesn't
get adequate explanations of how some of the passive skills such
as intimidation actually work in battle and a novice to D&D will
likely be left wondering why they see that little word 'Miss' so
often.
There
are two things that save the game in this regard - tutorials and
a glossary. The glossary section of the manual will never replace
an actual rulebook, but it works well enough to answer most of the
questions that will come up while preparing for adventure - things
like Saving Throws and Hit Dice and so on. Combined with the in-game
text, it provides just enough information to help new players make
headway with some of the daunting D&D jargon, but I would still
recommend choosing from the selection of existing characters the
game offers for the first few missions at least. The actual gameplay
is explained much better through a series of tutorials that address
the implications of some key D&D features without getting into details
- Attacks of Opportunity, Flanking, Area of Effect spells and so
on. In fact, I would recommend the tutorials for everyone as an
introduction to the game's view of the D&D world.
Let
me just say that I unabashedly loved the character creation process
- I was tingling while thinking about the possibilities as I went
page by page through the creation of each character I planned to
include in my party. Of course, you don't need to spend the ludicrous
amount of time I did toiling over each and every detail of every
character stat, feat and skill. The game offers two quick-start
possibilities: you can just grab a bunch of pre-made characters
and start adventuring, or if you want some control there is a 'recommended'
option for each step in the character creation screen. Want to control
everything but the skill point distribution for your rogue? Choose
'recommended' for that and make your selections for the rest. It
is a very flexible system that will make those familiar with PC
games such as Neverwinter
Nights and Baldur's
Gate feel right at home. You choose a gender and race, your
character class and alignment, then begin assigning attributes -
you start with statistics, then move onto skills, feats and whatever
spells might be appropriate to your character class. Then you choose
portraits and appearances, a name and you're done.
However,
the character creation system is not without flaws; while the in-game
comments on everything you do will be somewhat helpful, they are
too technical to really guide someone new to D&D and provide too
little detail to provide the necessary nuance to an experienced
player in attempting to understand how skills and feats will play
out in a tactical game setting. For example, if you are new to D&D,
you will approach the main menu and wonder about creating your own
party. You will first find that the manual is no help in this regard
- there is no 'simple guide to setting up a party'. The only way
to learn about building characters is to just jump right in and
do it!
At
the same time, as an experienced D&D player you would expect to
be able to choose a human fighter or Paladin and take Power Attack
and Cleave as your first level feats. You can't do that, since the
feat menu doesn't auto-update to reflect what is chosen - Cleave
becomes available at the 2nd level, but that isn't explained anywhere.
Also, while alignment is important to the game in terms of choices
and ultimately the ending, it is apparently only the alignment of
the main character that matters. You can have a Paladin team up
with five chaotic evil characters without any issue I could find.
The developers have stated that no one will leave your party if
you choose against their alignment, nor can Paladin's 'fall' based
on choices.
So,
you've created a group of adventurers and gone through the tutorials
- now what to do? You start a new adventure and you're off! You
will choose your main character and then a set of five additional
characters. The main character is the one who speaks to everyone,
appears in all cut scenes and is the leader of the group. The main
character is also the only one whose death will end the adventure.
Having
selected your party you are dumped unceremoniously into the world
map at the town of Arion. There are a number of things you can do
here, most of which will become core activities throughout the non-adventure
parts of your game time. These include using the 'Party Management'
screen to fiddle around with your party members' inventories, view
their characteristics, swap items between them and level them up;
make a stop in at the Adventurer's Guild (or Temple or Wizard's
Tower or whatever that locale features) to buy or sell items or
potentially hire new adventurers to accompany you on your quest
(since six is still the maximum, anyone you replace will have to
wait for you to possibly rehire them). You can also view information
about the location and finally you can start the quest for the area
by choosing the Adventure option. While you wait (about a minute
or so) for the adventure to load, you can read the details on the
screen along with whatever hints are offered.
The
first thing that happens in any adventure is that you place your
characters on contiguous squares on the grid. This is a familiar
enough start for anyone who has played strategy RPGs before, but
it's somewhat different than what most RPG gamers are used to doing.
However, it is central to everything you do throughout the game
- each adventure map is a large grid and every bit of the action
is turn-based. Each turn consists of two actions - movement and
a standard action such as attack, magic or using an item. In addition,
each character has a movement range based on their race, size and
encumbrance, so once you've placed your characters (you only get
to choose two for the first quest), you will get some dialogue between
the characters and then you start the game in earnest.
In
many turn-based games in the cRPG and jRPG sub-genres, you move
around the map in real-time and only drop into turn-based mode for
battles. And in PC D&D games such as Temple of Elemental Evil, you
move as a group while not in combat and don't have to deal with
movement ranges and the like until combat begins. But this is not
so here: from the very beginning you will see that you need to control
every action for every character whether you are in Adventure Mode
or Combat Mode. You select one of your characters, choose move from
the menu, step around the grid and press X to choose your final
location. Then if you are in adventure mode you can select your
other character or continue making actions with the first character.
However, even in adventure mode the game treats everything as both
turn- and round-based. The turn consists of two actions per character
as mentioned and the round consists of all allies and enemies using
up their turns. This means that every 'standard action' you want
to perform costs a round. So when you are in Adventure Mode, it
will take at least two or three rounds to have your cleric buff
your party with Bless and your fighters with Bull's Strength and
... huh, did I lose you there?
Unfortunately,
the manual doesn't describe in any way one of the most critical
elements of D&D - buffing and debuffing. Most RPGs have some branches
of magic for defense as well as offense, but D&D is somewhat unique
in the extent to which those other magical areas matter and are
used. In some games you can go the whole way through and the only
non-attack magic you'll touch is Heal. In a D&D game your ability
to actually hit something is much lower than in most other games,
leading to the word 'miss' appearing too often in D&D Tactics. Therefore
a critical tactic is to get some nice juicy red numbers to appear,
rather than 'miss'. On the larger scale this happens by leveling
up and buying better equipment, but within an adventure you need
to cast spells to increase the likelihood of hitting something -
and decrease their likelihood of something hitting you! Because
you will want to raise the Charisma of your Sorcerers and Clerics
and Paladins, the Strength of your Fighters, the Dexterity of anyone
using a bow and the overall to-hit percentage of everyone in your
party, you will find yourself casting a number of buffing spells
at the beginning of each adventure. This means casting a spell with
each mage or cleric or paladin until they are used up, then choosing
'end round' and repeating until you are done, which gets old rather
fast. The solution seems obvious - allow unlimited actions per character
in Adventure Mode. It is too bad that no one saw the problem in
time.
You
have started an adventure, positioned your characters, read the
party banter adding context to your quest or perhaps even watched
the slide-show style cut scenes with text balloons and no voice
acting, and gotten your character loaded with weapons, ammo and
buffed with stat-enhancing spells. Now what? Well, select a character
and start moving! Which way? I don't know - just pick a direction
and go! At the start of the adventure you'll likely be using both
actions to move, then switching characters and moving the next character
and so on until you either ambush an enemy or they ambush you. Once
that happens, an initiative list appears on the right side of the
screen showing the turn order for combat. Initiative is explained
very well in the manual and turn order is determined at the start
of combat. If you were ambushed then the character you were moving
gets a standard non-combat action, as the surprise costs them half
of their turn.
During
combat, your first action can be a movement or combat action, or
a free action such as pulling a quiver of arrows from your backpack.
Some combat actions require a full turn, as do some non-combat actions
such as reloading a large crossbow. Other potential actions include
using items like health potions or scrolls or wands, casting spells,
attacking and manually choosing to end your turn without using all
actions. There are a few special actions available in D&D Tactics
that you won't find in most D&D games - you can charge, bull rush
or step. Charging allows you to rush up to an enemy and perform
a full-round attack without suffering an attack of opportunity.
Bull rush is similar, except that you gain an attack bonus but suffer
a defensive penalty. A step meanwhile allows you to move within
an enemy's zone of influence without suffering an attack of opportunity.
When your character ends their turn, the next character in the initiative
list takes their turn and so on until all turns in the round are
complete and then the next round begins. All of your party is automatically
on the initiative list regardless of location, but enemies outside
of the combat area are added to the bottom of the initiative list
when they come into view. The only other modification to the initiative
list come when a character dies.
Death
in D&D Tactics comes in three stages - dead, really dead and resurrected.
When your HP (hit points) reach 0 you are 'unconscious', bleeding
to death, cannot move and lose 1 HP per round until you reach -10
and die for real. But don't despair; this isn't Fire
Emblem where dead characters are gone forever - just cart them
to the local temple and have them resurrected for free, the only
penalty being the loss of whatever experience the party gained after
their death. Every character has a special skill called heal that
attempts to stabilize a character who has fallen unconscious - this
stops the bleeding and keeps them from dying, but only a paladin
or cleric healing spell can resuscitate them. Every other character
in your party can die as long as your main character survives -
I know I already mentioned this, but given how simple it is to resurrect
a character, it really makes little sense that your main character
can't be brought to the temple and resurrected by your surviving
party members. It definitely impacts your strategy as you work through
adventures!
When
you have defeated all of the enemies in a given area, you return
to Adventure Mode and continue exploring - unless you have beaten
the last enemy of the quest. When the last enemy dies, you immediately
get the Results screen, which summarizes your performance. This
is another thing you will quickly learn that will alter how you
progress through an adventure. Rather than having your entire party
engage in combat and later return for the spoils, you will be taking
routine detours to open every chest along the way, occasionally
putting your rogue into peril to do so. Oh, and a final note on
adventuring - you will encounter traps but they behave differently
than in most games; they must be triggered by a character stepping
on to a square next to the trap. Generally this means that the character
sets off the trap - but it doesn't disappear after being set off!
Every other character who steps over it also triggers it. You need
to position a rogue right next to it and take an action to disarm.
Of course, you get experience for this so it is worthwhile, but
it is a hassle and feels a bit odd.
I
would love it if I never had to complain about another RPG inventory
systems as long as I lived, and that is from someone who has come
to RPGs relatively late in life. Given how I have lambasted various
PSP RPGs over the past couple of years, it's surprising that most
of them have reasonably simple and accessible inventory systems.
D&D Tactics, however, has a terrible system that makes the simple
task of trading items between party members cumbersome and confusing.
The
bottom line is that your inventory is a scrolling list of items
on your person. The list is separated by what is equipped and what
is not, and identical items and categories are grouped together.
While in an adventure, the only way to transfer that nifty new Masterwork
Dwarven Warhammer +1 to your Dwarf Fighter is to drop it, move,
have the Dwarf move on top of it and then use an action to pick
it up. The sad thing is that it's easier and more direct than moving
items around in the party management system. When you are on the
world map, you can select the Party Management option and choose
to transfer items between characters. This is another odd system
you will have to get used to - when you select a character and choose
to trade items, that character is on the left side of the screen
(the sender) and the next character on your list is on the right
side (the receiver). Trading items is unidirectional - if you want
to swap weapons between two characters then you need to do it in
two steps. Early in the game when gold is scarce you will have no
choice but to endure the process, but later on you may choose as
I did to simply sell and buy back everything but the most precious
and expensive items.
The
system extends to selling and buying, but that is where it works
best, since you would generally have a fixed person on the other
side of the transaction anyway. You can easily switch the party
member who is doing the trading and simply scroll through each list
to buy or sell items. It could certainly be easier with an icon-based
system, as is used in many other games for the PSP, or even a categorized
list, but it works acceptably well. The final element of the system
is equipping weapons and armor, which is more than a bit messy;
the basic system looks very archaic in that you have a checklist
and you can see items on the right that are selected, but to remove
anything you have to go to a separate unequip mode and remove items
before switching back and equipping new ones. This is every bit
as cumbersome in practice as it sounds in writing.
Do
you hate unintuitive checkpoint save systems and games that seem
to have some mystical sense about when and where you should be able
to save? Imagine how annoying those scenarios are on a handheld
where you might want to alternate games or use your PSP for something
else like music or movies. Now imagine the best possible solution
- a true save anywhere system that records every detail of your
adventure and returns you to exactly where you left off, even if
that was in the middle of a turn. There are no limits to the number
of saves, either, so it's advisable to keep a pre-adventure save
and a working quicksave from within the adventure.
The
PSP is fraught with examples of games with crappy save systems,
but fortunately D&D Tactics has one of the best save game implementations
on the PSP. It is the most comprehensive example on a handheld of
a 'save anywhere' system I have ever seen. You can be anywhere,
doing anything (except, perhaps, mid-transaction in a shop) and
press the Start button to access the system menu and create a new
save game. There are no limits to the number of save games you can
create except for the size of your memory stick - and at a few hundred
kilobytes each, you'll be hard pressed to fill even the smallest
memory card. Some implications of this will be obvious to long-time
D&D players - when you level up, you roll for HP (i.e. you take
a dice roll to determine how many additional hit points - how much
more health - you will get). If you don't like the roll, simply
save before leveling and then reload and try again. Of course, since
the load times are balanced for 'adventure-to-load ratio' and not
for 'HP manipulation', this sort of thing is more of a test of patience
than anything else.
Do
you recall how I previously praised the need to self-draw maps in
Etrian Odyssey?
Well, in D&D Tactics there are no maps! This is actually
fairly common in a tactics game such as the Advance
Wars or Final
Fantasy Tactics games - but in those games the entire region
is easily scrolled through once you have uncovered the 'fog of war'.
Also, even the largest map in those games requires little scrolling
to see in its entirety. That is because those games are focused
on being strategy games; they are much more like computer analogues
to classic board games and miniature battle games. D&D Tactics is
very different in this regard - while it is presented as a tactics
game and has a grid structure and enforces turns throughout, the
map layout is much more like a traditional RPG juxtaposed with some
tactical sensibilities - with very mixed results. You are placed
on a grid, but typically in a dungeon or a field or even on an elevated
pathway. You cannot see the entire area that the adventure will
encompass when you start, although you could scroll through and
try to guess the limits in one direction or another.
In
some adventures this really doesn't matter, particularly ones that
take place in open areas where you can pretty much see around the
entire landscape. But in dungeons and temples and other interior
areas, it is completely different. The bottom line is that these
areas are too dark and your field of view is hindered by the top-down
3D view. The lack of a map or compass or other indicators of just
where the heck you are at any point combines with the lack of locked
rotational controls to make it very easy to miss areas in a map
and to have to march your whole party back through territory you've
already explored. When the areas are well lit then you can become
familiar, but when you are straining to see details in low-light
situations, any hope of recognizing one tunnel from another is lost.
The effect of this is making a game that is large and slow-paced
feel like it is wasting your time through bad design.
While
I am in this darkened quagmire, I suppose I should discuss the other
technical aspects of the game. There is only one part of the game
that I can stamp with unqualified positive acclaim, and that is
the soundtrack. From the very start the music is excellent - and
there is tons of it. It is moody, sweeping, atmospheric and all
of the other generic buzzwords used to describe game soundtrack
music - but most importantly it is darn good. Not only is it good,
but it is completely fitting for a D&D game, immersing you into
a world that feels like the many D&D games of the past. Everything
comes together in this respect - the ambient sounds, the graphics,
the combat animations and the music create a world that looks much
like a grid-based Neverwinter Nights. And while this music isn't
going to replace the Baldur's Gate 2 soundtrack on my iPod any time
soon, it is one of the better original soundtracks I've heard on
the PSP.
But
while the graphics might be reminiscent of NWN, squishing that onto
a small screen doesn't work all that well. The dungeons range from
dark to muddy, the exteriors look adequate but hazy and the characters
look nondescript and generic. None of it is terrible, but even the
launch title Untold
Legends looked better more than two and a half years ago! The
animations are appropriate but fairly slow, although this is something
you can change with an option. Fortunately, since there is so much
text, the font is highly readable throughout, making navigation
easier. The interface - aside from the inventory system I mentioned
- works fairly well; in combat you select your actions from a menu
for each character, and can seek help on any option at any time.
Load
times are always an issue on the PSP and from the beginning reports
on this game have mentioned that load times were long. The developers
have focused on 'load-to-play-time ratio', which I took as meaning
"we have long load times, but the adventures are really long so
it's okay." Therefore I had fairly low expectations regarding load
times - but I was pleasantly surprised. Most loads, including character
creation right through full adventures, are in the fifteen to thirty
second range, with nothing ever exceeding forty-five seconds. (Note:
these load times are identical to the newly released 'PSP-2000'
system). For gamers who tend to play one game at a time this will
be trivial - most adventures will take more than an hour and even
if you quit D&D Tactics to do other things, it only takes a couple
of minutes to get fully back into the game again. This was a pleasant
and unexpected surprise - the developers clearly focused on the
right elements and created an experience that flows rather nicely
without sitting waiting for incessant loads as seems to happen with
too many PSP RPGs.
The
controls are fairly simple but merely adequate as implemented. Action
select and cancel buttons are standard and the triangle button is
reserved for help explanations. In fact, most actions are mapped
to reserved buttons, meaning that in any given context there are
unused buttons. That wouldn't be so bad except for one thing; the
whole camera system is a major pain in the butt. It is unfortunate
that this game was released at nearly the same time as Jeanne D'Arc,
as that game provides a textbook example of implementing the camera
system in a tactics game correctly - give the user a free camera
with rotational and angular control, and also provide options to
jump to fixed angles. Many games would do this by overloading one
of the controls with the L and R shoulder buttons, or find some
other way to provide that flexibility. Part of this is the directional
control I've already mentioned; the other part is that the pathfinding
is pretty finicky. If you want to get from A to B, you need to set
a route that is straight and only uses squares you can move across.
That sounds fine, but the ability to draw a straight line is directly
impacted by the view angle controlled by the analog stick camera
control. Also, you are completely constrained by legal steps while
building a path - in most tactics games, as long as the final destination
is legitimate then you can step across illegal move points and the
game reconfigures the path. The result is extra time fiddling with
the analog stick getting the angle and view correct to move characters
on an all-too-frequent basis.
Much
is made about the fact that your alignment matters throughout the
game and that your choices will lead you to different endings. To
an extent this is true, but in reality it is just the matter of
a few mission choices that turn on a decision, much like a prototypical
D&D dialogue choice (Of course I'll help / How much gold? / I'll
kill you instead!). Take the obvious good path and end up with the
obvious good ending, or take the evil path for the evil ending.
It's nice to have the flexibility to alter the game and get at a
few different missions or different takes on the same missions,
but it isn't the major event that some had hoped for. Of course,
this is a dungeon crawler first and foremost - more experienced
D&D gamers will not be surprised at the flow of events and it does
add some nice additional personality.
Speaking
of roads not taken, early on, there was to be full infrastructure
support with a map editor and downloadable content and so on. That
had been whittled down considerably so that by the time more recent
previews arrived, there was no infrastructure mode support, no downloads
and no editor. Since then, co-operative play for the main campaign
has also been eliminated, leaving essentially four 'deathmatch'
modes and a pseudo co-op mode. Dungeon Bash allows you and up to
three friends to explore one of three (yes, three!) maps from end
to end, collecting loot as you progress. The other modes - Deathmatch
Battle, Last Man Standing, Dragon Kill and Gladiator - are all variations
on typical FPS deathmatch modes that have you competing against
other players in five different maps. They are all adequate and
add to the overall experience - if you have a cadre of local PSP
gamers to join you. But if you are like me and do most multiplayer
over the Internet, you will be lucky to get a couple of two player
matches together over lunch at work.
At
the beginning of the review I mentioned being of two minds about
the game, yet it would be easy to pull a singular view from the
review - that I hate the game. Yet I don't hate it; in fact I truly
enjoy D&D Tactics. For over a month I had two games - D&D Tactics
and Jeanne D'Arc - alternating in my PSP ... then I got a new PSP
and had one in each system until I eventually finished.
The
bottom line is this - the game is full of issues and quirks, but
it is like so many PC RPGs in that regard. It reminds me of Temple
of Elemental Evil when it first came out - there were plenty of
problems, but it was fun and the combat was solid. And that is ultimately
what it is all about. I worked around the camera issues because
exploration was fun. I adapted to finding all the chests before
killing the last monster because I wanted all of the loot. I figured
out how to deal with the game not telling you about encumbrance
issues so I wouldn't have to leave anything behind. And more than
anything, I dealt with whatever inconvenience the game threw at
me because I found the application of the D&D world to a tactics
style game to be an absolute blast. The combat is fun, pure and
simple; I wanted more in each dungeon, was always pleased when I
killed what I suspected was the last monster and I didn't exit to
the menu - because that meant there were more battles ahead.
This
game is at once like and unlike any other tactics-style game you've
played and also like and unlike many of the classic turn-based RPGs
you might have played long ago. It is this combination that is the
game's greatest strength and weakness. And I think that this combination
comes across as a style clash in many ways, which has caused a wide
variety of opinions. While I haven't spoken to anyone who thinks
it is perfect, there are many who, like me, are willing to grumble
their way through the flaws to reach the meat of the adventure mode
and dig into some excellent D&D combat. Those are typically D&D
fans with PC gaming roots who are used to dealing with game issues.
Console gamers experienced with more traditional tactics games find
this game to be an unplayable and unfathomable mess. In that regard
it is perhaps the Dungeon Lords of tactics games, though I am hesitant
to use that description since this game is better than that. Suffice
it to say that you will be telling Mr Owl of the many, many licks
it took to get to the solid D&D core of this game, working your
way through the messy candy shell.
Dungeons
& Dragons Tactics is pure D&D, with all of the good and bad connotations
that carries. I have spent well over a year anticipating this game
and had hoped until fairly recently that it would be a game that
I could tell people "buy a PSP and this game - you won't be sorry".
Unfortunately, if you do that, you probably will be sorry
- so only approach if you're a big RPG fan and don't mind overlooking
flaws to enjoy what a game has to offer.
Reviewed by Michael Anderson for AceGamez (All Rights Reserved).
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