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Dungeon Siege 3 in Development at Obsidian

by Alice O'Connor, Jun 07, 2010 9:10am PDT

Fallout: New Vegas and Alpha Protocol developer Obsidian is working on a third entry in the action RPG series Dungeon Siege, publisher Square Enix has announced, with "input" from Dungeon Siege and Dungeon Siege 2 developer Gas Powered Games.

"It has been a great pleasure to collaborate with Obsidian," GPG founder and Dungeon Siege designer Chris Taylor said in the announcement. "They are a very talented developer who really knows what it takes to build a deep and engaging RPG experience, and I can't think of a better group to continue the Dungeon Siege series."

A little concept art to whet your appetite.

Singleplayer and "an extensive multiplayer component" are promised with "a deep story that only Square Enix and Obsidian Entertainment can deliver"--though be warned that Square Enix made a similar promise for NIER. While Taylor mused in 2008 that he would remove companion characters from DS3, were he making it, they are present and said to have "unique personalities, abilities and views on the world around them."

A release date has yet to be announced for the PC, Xbox 360 and PlayStation 3 title.





Comments

21 Threads | 61 Comments

  • I'll have to voice my disagreement with the crowd. I happen to like Obsidian quite a bit.

    While their games do have technical issues holding back the overall package, I've always found that the depth of their games and excellent design outweighs that. Pretty much the same way I feel about Troika games. Flawed but still among my favorite games ever.

    I just finished Alpha Protocol on Hard and liked it as much as the Mass Effect games. Sure, the combat and movement is a bit clunky, but it also has a lot more diversity than Mass Effect. I had a lot of fun going with a hardcore stealth/infilration play style, using almost nothing but stealth kills all game - something that can't be done on ME.

    Really it's the RPG elements that make AP shine though. Choices you make have weight and immediate consequences unlike ME. Immediately after you choose to spare a life or execute, you get or miss a seemingly key piece of information. I like the character build system as a compromise between the traditional levelling system, and the "improve as you use it" bonuses from perks. Also, people often comment on your past actions in dialogue, even simple things like what order you did missions in.






  • DS1 was very enjoyable, well worth the money when it first came out. I've said it before though, the game suffered from some aggrevating aspects. Most of these observations in my opinion can be attributed to design decisions by GPG and not limitations of the software.

    The Economy. It became possible to amass such a wealth of gold you could nearly buy your own kingdom. If you scavenge every item you find and sell it, by the time you get to the king who gives you the Star Key, you find that no one space, except your pocket, can hold all of that gold. By the end of the game, there is no reason to have gold and if you drop 9,999,999 gold, every floor tile near you is maxxed out for some distance around you. When I saved and then reload, my dropped gold was gone.

    Multi-level Dungeons. The best example of this is when you are in the swamp and a party member falls through to a lower dungeon, splitting your party. It only happens once, it it provided some of the most stress because your party had to be managed as two teams.

    Pathfinding. Later in the game, party members would go out of their way to engage enemies, despite having them configured to do exactly what you say and not engage even when attacked. Towards the end of the game before the stage where you fight the dragon Scorch, there was a great deal of micromanagement and reloading saved games because a key party member ran off and got killed.

    Enemies. The best enemy was hands down the Swamp Hag. She could warp in some very powerful enemies, yet the Swamp Hag failed to provide a significant challenge even on the hardest difficulity. I never felt like I couldn't get past a particular point because the enemies were too hard.

    Overall, the storyline was optional and you didn't suffer from not following it. At the time the graphics were good and the changing locations kept the visuals interesting. Replayability-wise, once I had completed the game I never came back to it. The multiplayer seemed interesting, where I could import my character, but I just couldn't bring myself to spend more time in that world.

    I'd like to think that a third game might bring me back, but I would definitely wait for reviews on this one. In the end the scenery was nice, the scalability of the camera was impressive, the number of enemies you could face was mildly challenging but never something I worried about surviving. i played it to finish it once and for all.