• Combine any of five distinct skill classes each with multiple skill trees in which to specialize. Advance your class mastery up to 75 levels to unlock dozens of powerful skills and synergistic modifiers. New classes will be periodically released through downloadable content.
  • Destructible environments give evidence of your massive battles while collapsing stonework and flying shards of furniture can be used tactically to cause further injury to your foes.
  • Dynamic Weather brings the world to life with region-specific climates and a variety of weather effects. A sunny day can cloud over with mild rainshowers that builds into a booming thunderstorm. Variable wind gusts blow grass and affect objects like windmills and window shutters.
  • Gameplay systems designed to expand for 200 levels of character progression, equipment, and enemies to fight makes for ridiculous amounts of replay value.
  • Connect with old friends or make new allies in glorious multiplayer. Specially balanced multiplayer encounters will put your teamwork to the ultimate challenge.
  • Collect blueprints that allow you to combine salvaged components into unique crafted items and then, later, use those basic crafted items with higher-tiered recipes to complete items of unprecedented badassness.
  • Camera rotation enhances the three-dimensionality of the world and gameplay while levels are still designed so that players are not forced to rotate the camera.
  • Refined loot system drops less junk items and ensures more consistent rewards from hero and boss monsters.
  • Satisfying enemy damage and death effects with an option to enable blood and gore.
  • New quest and conversation system will allow players to choose quest paths and rewards, interact with NPCs in more interesting ways, and an intuitive quest creation wizard will make life a lot easier for modders.
  • An NPC faction system lets the player improve their relations with different NPC groups to earn rewards as their favor increases such as merchant discounts, new items, and additional quest lines. However, aiding one faction could turn a rival faction into your enemy. Choose which side you will support!
  • The ability to spend money to reclaim skill and attribute points alleviates the fear and frustration of having to make early, uninformed decisions that could permanently nerf a character.
Advertisements

Check out the latest screenshot of Dungeon Siege 3 at GamesCom 2010. I have to say, this look quite ‘Square’.

Check out the Grim Dawn gallery for full list of Grim Dawn pre-alpha screenshot to date.

Short Deathspank Review

Posted: August 24, 2010 in Review, Video

Promosing feature discussed in the forum. This list is taken from my blog at gameriot hellforge community.
Most of this are comparison to TQ system.

  • Larger inventory, less item AxB size. Stash and shared stash still in discussion/development. Still not sure about how they decide to make stash. The concerns is to remove the painful chore of moving loots to and from dozen of mules.
  • Better loots. In TQ, the loots is very diverse and so many unique loots. In fact it’s more than Diablo 2 loots. But most of epic/unique loots are beyond the ‘normal’ modes. Almost 70% loots are in Epic and Legendary difficulties (which is equal to Nightmare and Hell in Diablo 2). This flaw is promised to be optimized to better distribution of loots to make gameplay feel more rewarding.
  • Classes. Right now, the confirmed classes is soldier class, demolition class, illutionist/assasin and aetherialist. Another one is still been working on, but among considered class theme is a ranged based class and vampire theme. source
  • New kind of items/gears. Shoulder pad, hoods and long jacket is a welcome one, giving fresh feeling to APRG loots.
  • Gears will look more badass with heavier armor will have bulkier looking, and cloth and leather type armor like assassin gear will look more form-fitting.
  • Randomize dungeon is a promising one but still no words from developer about the randomize system.
  • Like in the official feature list, combat will feel more alive. Hit fx, criticals with camera shake, blood spatter, death fx, and ragdoll with dismemberment / gibs is already implemented. They also plan to allow monster to be knockdown while still alive and get back up. source
  • One music track is there for download. Try listening to it.
  • Improved modding tools. If you’re similar with TQ modding kits, you know how painful it is. You can check the modding tools in the forum with screenshots.

Check out the latest screenshot from upcoming ARPG Grim Dawn, from the spiritual maker of Titan Quest, Crate Entertainment. Check out their development forum.

This is originally from incgamer video reuploaded by GulDarah. This Dungeon Siege 3 interview feature Feargus Urquhart, CEO of Obsidian.

More on Dungeon Siege 3. Gaming Union interviewed Obsidian CEO’s Feargus Urquhart about challenge aspect.

Gaming Union: “Besides increasing health and strength, how else are you building the challenge throughout the game?”

Feargus Urquhart: “A lot of times when you have a level of difficulty, normal, hard, insane, whatever, you just increase the hit points, so what we’re doing is … [giving] different settings for each encounter based upon your difficulty level, and it spawns different things. So what an easy encounter is one that’s just melee guys. But if you have melee guys and you throw a couple archers behind them, you haven’t doubled the hit points, but you’ve made the encounter a lot harder now.”

Gaming Union: “Can you tell us about any of the influences behind the changes to the game? You’re a studio picking up from another studio’s work, and you’re adding to it obviously.”

Urquhart: “A lot of the changes are bringing it from the PC to the console. Really a lot of it has been focusing on is that’s it’s gone from a point and click game which is very different from an animation and how the animation system works. When you’re controlling it, you want it to feel good and look good. One of the things we’ve really had to spend a lot of time on is figuring out how to get all that animation transitioning to look good and feel good. … And the PC will have a PC interface, so it won’t just be the game controllers, and we’re not going to turn off the controllers, so you can still play co op that way, but we’re PC guys, we want to have a really good PC interface. It’ll be mouse, it’ll be keyboard, it’ll be hot buttoned, all that.”

Gaming Union: “Thank you!”