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The PSP has no shortage of dungeon crawlers already, but a game
that's based on the latest Dungeons & Dragons ruleset - surely that's
got to be a good thing?
Dungeons
& Dragons Tactics start promisingly enough. The title screen is
dark and moody, the music stirring and melodic, the choices menu
comprehensively long. In fact, this is the first real hint about
how deep this game is. On the main menu screen there are no less
than eight options, including several ways to start playing. Depending
on your preference for instant action, you might be tempted to hit
the 'Quickstart' button, which takes you straight into the game
with a pre-generated party of characters, who are pretty well balanced.
But if you're a hardcore D&D fan - and this game does seem to be
targeting the more hardcore fans - you will probably choose to generate
your own characters.
Each
party has one main character - the 'hero' - who is the centre of
the story, such as it is. You can, if you like, simply generate
your hero manually and then choose the other characters in your
party from a predefined selection, or you can create every single
character yourself. This will, however, take some time. To create
a character you have to make the following choices. First up, the
gender and race. Gender, unsurprisingly, is a simple male/female
choice and other than graphically there is no difference between
the sexes. Then you have a choice of seven races to choose from,
each with their own strengths and weaknesses. For example, dwarves
can see in the dark, halflings can move quietly, elves are resistant
to certain kinds of magic and so on. Once you've chosen a gender
and a race, you have to pick your class. There are thirteen to select
from and, once again, each class has its own strengths and weaknesses.
Your choices don't end here, either; after choosing a class you
have to allocate individual points to your six different statistics
and then you must choose your alignment from the five available,
which affects the way your character interacts with others and the
world around them.
So
far, so good - but now you must select your skills too! There are
twenty-five skills available, ranging from autohypnosis, which gives
your magical and poison resistances a big boost, to escape artistry,
which does what it says on the tin. The skills aren't simply on/off,
either, as you can give each of your selections a boost from the
pool of points you have at your disposal. You might be thinking
that there can't possibly be anything else to do - but you'd be
wrong! Next, there are feats to select. This works in a similar
way to the skills selection and the list of possible feats to choose
from is impressively long - forty-two in fact. Finally, you select
your character's portrait, head type (used on the in-game graphic)
and name. Then you're done. Only, of course, you're not - you're
actually only just getting started.
If
you generate your characters by hand then you'll be aware very quickly
of just how deep this game is. You'll also learn just how well most
of this complexity is implemented; every statistic, every skill,
every feat, every little thing has a comprehensive help text attached,
which makes things a lot easier to understand. This help system
carries on in the main game; every menu item has help that can be
accessed by pressing the triangle button. As well as this help,
every option screen in the character creation system has an 'auto
assign' button that means you can manually do the bits you want
and leave the rest up to the very competent AI.
There
are some problems though. Died-in-the-wool D&D fans are probably
going to struggle with the system, because by all accounts it has
been stripped down a little to fit onto the UMD. I personally haven't
played D&D for a long time - I was always more of a Warhammer fan
myself - and for me the experience was probably a little too complex.
It's a shame that Atari don't seem to have accurately targeted either
the beginners or the die-hards, but rather somewhere in the middle.
Beginners will have to work hard to get the most out of this and
real fans will have to allow for the game's shortcomings in implementing
the comprehensive ruleset.
Real
role playing takes hours. There are all the times when you have
to scrutinise the rulebooks to see whether the Orc really has killed
the Human. There's the rolling of dice and the making marks on bits
of paper. Depending on what you're playing, you maybe even have
to move little lead figures around on a board. Computer game versions
should be a little faster moving, perhaps - particularly games that
are on a handheld system like the PSP. But this is the main problem
with D&D Tactics; it moves slower than a tortoise having a kip.
Every individual character in your party moves on a turn-by-turn
basis (even when outside of battle). This has several effects. Firstly,
progress through dungeons is erratic; each character can move a
certain number of squares and some can go a lot further than others,
so it's easy to get split up if you're not careful. Moreover, the
rules of encumbrance are difficult to understand; sometimes a character
starts to move really, really slowly no matter - it seems - what
you drop to make their load lighter. Another side effect of the
turn-based system is that if you have one character in place to
perform an action - maybe opening a chest or a door - but they've
reached the end of their turn, you have to cycle through all of
the characters in your party to get back to the first one. Sure,
you can skip each character's go, but you have to manually do this
from the menu system every time. Painstakingly, unnecessarily slowly.
The
action doesn't even speed up during combat, which is nowhere near
as much fun as it should be. If you've come here expecting another
Dungeon
Siege or Untold
Legends then you've come to the wrong place. I'm a big fan of
turn-based combat, but this game just gets it so wrong. It's probably
the D&D ruleset, but the fact that the statistics are hidden away
by the game engine makes things difficult. There will be times when
you have three or four characters surrounding an enemy on open terrain,
yet none of them seems able to hit their opponent. Sometimes a fight
can go on for ten to fifteen minutes, most of which is spent selecting
'attack' and then watching the 'miss' animation appear. There probably
are ways to make the combat easier, but they aren't made clear by
the arcane menu system.
Everything
is controlled from the menus, which would be fine if they made sense.
Unfortunately, for large amounts of the time, they don't. Often
the game is actually counter-intuitive. For example, when I first
levelled up a couple of characters, I was aware that they were ready
because the experience bar was flashing on the screen and when I
viewed their stats panel I was told that they could level up. However,
to actually do this I had to find the command buried in the menu
system, which is unconnected to the character stats sheet. And I
had to access this command while actually adventuring - it is not
available when in the overview of the game world, which you get
between missions.
One
of the big attractions of games like D&D has always been the social
aspect. Getting together with a few mates, having a bit of a drink
maybe, eating pizza. Spending an evening messing around. So it would
seem natural that a game like this would have a strong multiplayer
aspect - and in some ways it has. If you're together with another
three PSP-toting mates, who all own copies of the game, you can
play a variety of games. These range from the obligatory deathmatch
to dragon-killing, dungeon-bashing cooperative modes. But the problem
should be obvious, really; if you're going to spend an evening with
three mates playing D&D, why not just... play D&D? Why play a game
on the PSP that, in fairness, probably isn't as good as the 'real
thing'?
Hang
on, though, I can hear you thinking. Multiplayer online must be
good, surely? Well, yes, I'd imagine that it would be really good.
It would probably make this little title jump from the six I've
awarded it to the seven that I thought about. The only problem is
that there is no online mode. It seems a shame and I can't understand
why there isn't one - after all a turn-based game is hardly going
to suffer from lag, is it? But, unfortunately, we'll never know.
The
graphics are okay - not great, but not bad either. Things do have
a tendency to be a little dark and the camera is pretty awkward
to control, but these issues are forgivable in a turn-based game.
Sometimes the controls are tricky though, which is less easy to
cope with. Whenever you move a character, a grid of available squares
appears around them. You use the D-pad to map a path to your destination
but problems arise when you have the camera at a funny angle because
you're trying to see what's going on around you - the grid can be
displayed diagonally on the screen and the D-pad then becomes frustratingly
difficult to use. Often you have to move the camera around to get
the exact position so you can select the square you want to move
to.
The
sound is probably a little better than the graphics, but only marginally.
The music swells and rolls, but it all sounds the same and the sound
effects in combat are a bit hit and miss. For example, when an arrow
hits an enemy's wooden shield in the animation, you might expect
a satisfying thud of a sound. What you get, though, is 'generic
arrow sound number 4', which sounds more like two metal forks hitting
each other.
There
are some real problems with Dungeons & Dragons Tactics. Its presentation
is hardly pushing the PSP and the turn-based nature of the gameplay
makes everything painstakingly slow. However, underneath it all
there is a long and fairly rewarding game. More than that, this
little UMD contains pretty much the entire D&D ruleset, which is
a feat of engineering in its own right. But feats of engineering
do not always make the best games and although Tactics isn't really
that bad, it could have been a whole lot better.
Reviewed by Dom Turner for AceGamez (All Rights Reserved).
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