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Dungeon & Dragons: Daggerdale Review

Justin Clouse | 31 May 2011 22:00
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The loot is where the most character depth and fun really come in. I think the developers rather smartly avoided the Longsword of +4 Dexterity trappings. Wailing on a big pack of monsters with a sword that has a chance to stun, wearing a suit of armor that causes freezing and slowing ice damage with a helmet that causes ongoing fire damage and all while hitting them with an attack that causes fear is simply endlessly fun. It also provides a good deal of much needed depth. A few more points of damage might not actually be worth upgrading from a powerful effect or a weapon that swings faster.

Sadly all of this crazy effect spamming leads to my biggest problem with this game. It's just way too damn easy. The only time I died in the entire game was failing a Quick Time Event at the end. See, I'm the kind of gamer that will go explore every nook and cranny, breaking all the barrels and all while completing the side quests before coming back to the main storyline, and in Daggerdale that means I quickly became too powerful. Because of my persistence I had enough potions and gear in the final fight to repeat the boss over three times while I figured out what I precisely needed to do to trigger the end. And that's playing as a fighter; the cleric's class ability is a heal power on a short cooldown. I imagine the cleric could retire comfortably and open a well-stocked potion store after the conclusion of the game.

The game isn't without some other issues either. Unless your setup puts you rather close to your TV, expect some squinting to read some of the smaller text. This probably won't be a problem for those playing on the PC. Various graphic issues also popped up: monsters not transitioning to their dead animation states, occasional screen tearing, and some clipping with the environment or equipment models. I also encountered two specific problems with a certain item, a necklace that regenerated hit points. The first, though more of an annoyance, was that the item had this continual sound effect associated with it (sort of sounded like the wom wom wom of the Star Trek warp engines). Needless to say, it gets really tiresome after more than a few seconds. The other problem with this item was that I discovered it would continue to heal me from the character screens. So if for some reason I drank through my 50 odd potions, all I had to do was bring up the map and walk away from the game for a bit. Lastly, while I personally never experienced anything this bad, someone from the office was telling me about how they fell through the world and respawned at level 1 with none of their gear. Luckily they were able to quit before the game saved and reload with their old characters.

I don't want to make it sound completely bleak and broken, because the game really shines most through multiplayer. Enemies' spawns are ramped up accordingly to the size of the group, which promotes a greater challenge and requirement to play somewhat as a team. The game supports both online and local multiplayer, which is especially entertaining. Nostalgia for Gauntlet Legends and kin may ensue as you and some friends crowd into your living room.

Bottom Line: At one point I put the game down and was planning on going to bed, but I soon realized I wasn't as tired as I thought and opted to tackle another quest or two.

Recommendation: At only $15, there is enough to love here if you are willing to put up with its problems, especially if you have a few friends on hand.

This review is based on the Xbox 360 version.

What our review scores mean.

Justin Clouse hopes that the devs can roll a natural 20 on the next game.

Game: Dungeons & Dragons: Daggerdale
Genre: RPG
Developer: Bedlam Games
Publisher: Atari
Platform(s): PC, XBLA, PSN
Available from: Amazon(US)

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