Review of Dungeons & Dragons: Dark Alliance (PC)

oriXone

Review of Dungeons & Dragons: Dark Alliance (PC)

Alliance, Dark, Dragons, Dungeons, Review

When the license Donjons & Dragons It proves to be very fertile ground for video games with countless titles (more than 70 games since 1988, including the excellent Baldur’s Gate and Neverwinter Nights) and generally honors the more renowned developer studios. But after we found out that Dark Alliance was developed by Tuque Games (they released Livelock in 2016, but we suspect few people know about it), our fears grew like mushrooms in the damp. Did the studio have the kidneys strong enough to respect the license? We explain a.

On paper, Dark Alliance So offers us an action RPG experience that should be enlarged once online, as the game can be played in co-op up to 4. In fact, the game lets us embody one of the four emblematic heroes of the literary series by RA Salvatore to destroy evil creatures from the darkness that swept over the Forgotten Realms. Nothing very exotic so far. We therefore choose between Drizzt (a drow assassin specializing in CC), Wulfgar (a DPS with large mass), Bruenor (a dwarf who plays the role of the tank) or his adopted daughter Cattie-Brie, who in turn is a support / healer and the den Bow officiates. We settled on this latter character for most of the adventure. After a particularly stylish introductory film and even pretty pretty visually, we’re in the heart of Kelvin’s Cairn, which will serve as our focal point. There’s a chest to collect the loot gear for a mission, a map to choose our next adventure, a trophy shelf, and a vendor who carries all of the cakes we’ve collected on the floor. The latter will also be able to upgrade our equipment as long as we have enough crystals and gold to pay for the work. Fans of casual looks can also use different skins to customize their characters as there are generally three or four options per piece of equipment.

La Cte dspaissie

Aside from the content, we also made a rather disappointing first discovery: the game doesn’t really live up to the visual standards of the moment. It is graphically out of date, the animations of our characters are not really convincing and we also notice that our hero’s feet do not often touch the ground, which gives the uncomfortable impression of permanent slipping when moving. When we start a mission, we quickly discover that the game was designed for multiplayer, although solo is quite possible. The menus are designed for 4 players and only we see a lot of gray places. Again, it’s not super sexy. In addition, we state that if the game is playable on the keyboard (no AZERTY setting or the ability to change the movement keys, you’ll need to switch your device to QWERTY) it is clearly designed to be joystick in mind. As before, every character has a quick hit, a strong hit, two skills (which can be changed by unlocking new skills) that recharge over time, and a special attack. The latter is used as soon as the corresponding bar is loaded, whereas the latter is only charged when performing combos.

Proof of perseverance

As in a Souls-like, every attack will pump a bit of our stamina, as will dodging or blocking. In addition, by blocking, we make a parade at the right time. Each attack has a certain percentage of chance to cause critical damage, as every attack behind the back of an enemy guarantees the same result. In addition, we have 4 places to place potions or thrown weapons (like Greek fire). Overall, the attack system turns out to be very classic and even quickly becomes boring. In fact, we quickly remember the combo that does the most damage without clearing our stamina meter, and we only use it 90% of the time. The truth is, the battles are horrific repetitive and we end up having very little fun because of a shaky system, but mostly because of the enemies. Artificial intelligence is completely strawberry and aggro is clearly a big problem. Mobs only attack us when we are close enough. As soon as we move away from their starting position, they turn their backs on us and find their peace again. In short, with ranged attacks it is quite possible to kill all the enemies of a level without anyone visiting us. Also, if you are in a hurry, you should know that it is entirely possible to complete almost all missions by walking in a straight line to the final boss without facing anyone else.

Ice wind deg ‘

A loose option? I’m not sure as the clashes turn out to be boring and full of errors. The problems with hitboxes are countless, such as when a mob hits us while we’re behind their backs. Worse still, bugged enemies regularly teleport like a CS: GO player with 500 pings. Furthermore, the problems don’t stop there as we often had display issues, like the HUD, our character’s head or his weapon that keep disappearing. Given this chain of disappointments, we hoped the Multi would raise the level, but unfortunately that’s not the case. Nothing levels the level of players, and so when you play with an ally who has a stronger character you are reduced to doing insignificant damage to enemies without even benefiting from any insane loot. In addition, your partners must have chosen different characters, as it is also impossible to put together a team with two Catti-Brie or two Wulfgar. As you can see, adventure can run out of salt quickly unless you play the entire game with friends. Worse still, the difficulty level is particularly poorly metered, with pretty unbelievable levels. So if we’re literally running in Difficulty 1, we’re fighting a little bit with the final boss in Difficulty 2, and we do Oneshot until the first mob comes in difficulty 3. The advantage is that with 10 levels of difficulty there is enough to make life difficult. And luckily, because with 6 chapters divided into 3 acts, you can finish the 18 missions in about ten hours if you go straight. After all, the exploration and treasure hunt is not a panacea, but a mistake in the level design that lacks originality.

Leave a Comment