Me and Lucas, my trusty tank/warrior/meleeDPSguy stand outside a particularly eerie looking door. But perhaps limiting themselves to a more linear approach will allow them to concentrate on creating combat that's harder-hitting, and satisfying. They're known for their stories and their worlds, and not so much for crafting a combat system, or the rigid A to B formula of a dungeon crawler. Going from New Vegas to a combat heavy dungeon crawler seems more than a little odd, because while they're still fundamentally RPGs, they're very different styles. But still, it seems like a pretty hefty change of direction for Obsidian. This is a game about movement, about watching the fight rather than your respective bars. It doesn't even have potions, just floating green and blue orbs. This isn't the type of dungeon-crawling Diablo-alike where you smash the baddies with one hand and chug potions with the left. It's about managing the combat and reacting to it, rather than just pumping the same skills over and over again. After that, you swap back to your fire elemental and blast some long range casters. The stances can be switched instantly at any point, letting you lay down healing flames in Anjela's fire form, before switching back to human and fending off some skeletons as they close in on you. Fight or flight, it's all about tradeoffs. At the core of it, Dungeon Siege 3 is about juggling two extremes.
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