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Dungeon Siege II

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I recently had a meeting with Chris Taylor from Gas Powered Games and Microsoft Games Studio. What was shown to the gathered crowd of journalists was a preview of Dungeon Siege II, which should be released in early September – fingers crossed. Having been a fan of the original game and spent most of my little brother’s summer holiday playing it with him in co-op mode, I was quite looking forward to seeing what the sequel had to offer.

As with any new product, it’s always great to get the info from the horse’s mouth so to speak and I thoroughly enjoyed Chris Taylor’s presentation. If you have ever attended a press briefing you know how dull they can be, but Chris really knew how to keep the crowd amused.



The new game engine is a vast improvement graphically, although good graphics alone can’t make a great game. But with the ever evolving graphics technology on the PC, games really do need to look good, so although Dungeon Siege II has support for shader model 2.0, anyone with a shader model 3.0 card might be a little disappointed.

The core of the game play is still the same, although much improved. There is now far more to do and many more advanced tools to help you control your group of adventurers, which makes it far easier to keep track of all the characters.



The menu system has been given a major overhaul without alienating the players of the previous instalment. It’s now easier to move items between the inventory and your character screen. The donkey is back and this time around it will also be available in multi player mode. On top of this there is a wide range of new “pets” that you can purchase and you can feed them items that you don’t need to make them grow. Depending on what you feed your pet it will develop in different ways.

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