Dungeons & dragons Daggerdale - Xbox360 - GR review

3:14 AM Posted by Mario Galarza


As I mentioned in my preview for dungeons & Dragons: Daggerdale, I was always surprised that there no more high-profile United States aggressively promoted dungeons & dragons title on the console market when developer BioWare as and Bethesda owe much of their forefathers of D & D success. I can easily imagine, a short, concise, easy-to - follow D & D tabletop campaign transformed in an action-RPG new D & D 4.0 rules that partly inspired by the MMORPG similar to such as Baldur's Gate or Diablo, especially with the are. Perhaps felt wizards of the coast, it was simply not bother value all the years since it already so many incredible video game interpretations of their rule, but now is the time of the change.

click to enlarge(Not so) shocking Daggerdale is not too far from what I thought: fight four archetypal hero through complete skeletons and goblins dungeons and delete country of what darkness that has affected it. After the selection between the human fighter, dwarven cleric, Halfling Wizard and Elf rogue, numbers it has built with Daggerdale of Rezlus, a wizard and follower of the evil God bane, his strength and his army of Zhent as he blot out from his tower clocks,. Saruman think except Rezlus was intended never to be good and his skin is so ghoulishly bright as Quan Chi.

Immediately after selecting your heroes of the choice is clear, that this actually a D & D titles with you control of feats, ability scores and weapon specialization before the foot ever in the world sit. The four characters differ as you, expect their class from their attributes to their special skill: the wizard can teleport, the rogue can avoid, the cleric can heal (very useful), and the fighters have been given the shaft can block. From there, it's familiar territory for a third-person action-RPG: barrels for gold, kill goblins with swords, spellsand abilities, save dwarf helplessly, open chests and drink to destroy a likely unhealthy amount of health potions.

Combat in Daggerdale falls somewhere between gauntlet legends and Baldur's Gate, sometimes clumsy way. Special techniques charge blisteringly fast, so that there comes a point when using the standard melee attack, not useful, if you are fighting with a weapon, has an extra fast attack speed. Characters have to take an infinite number of weapons or arrows; in the case of the fighters is one throw axe with automatic recoil, also known as spam. So, if you are patient enough, you win all single battle. It is a strategy that is almost required. always flanked by a horde is never good and not much cure potions.

click to enlargeIn other words, Daggerdale locally in the multiplayer mode, up to two play or up to four online, is the best way to go and fill the gap, the multiplayer fantasy action RPGs have strange left to the console. It is more difficult to deal with the patient-on-one ranged attack strategy with more than one person but the advantage that a party makes dungeon crawl faster and easier, as long as you have enough potions or at least a dwarf cleric (with four dwarf cleric all has).

Where the game, though increasing, is in the lack of Polish and production. The soundtrack is mind numbingly boring with drone-like loops, which I quickly muted. None of the dialogue is voice acted, which would dwarf grunting and Gurgles monitoring was unacceptable. The rewards for characters, the generally Basic, fetch-all-this, escort-all that or kill-all this missions, are poor and are the enemies respawn rate is high enough that with a view to the same enemy groups twice means where rule backtracking. There are also a few errors here all around and because, as if the game sold an article you do not select or is in a cutscene tutorial disoriented.

But for $15 of downloadable title, Daggerdale is a fine example of we need more multiplayer action RPGs and, really, dungeons & dragons. If it can not be a technical powerhouse or win symbol for innovation, it is a decent, party friendly adventures that well takes 12 hours for a play and you will be (so stay away, if you can not, are smaller mishaps) patched probably within the first week. The only thing that you might not really is the sound of rolling for granted.


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