the
original; however, the voice-overs are still top notch. Some of the most noticeable
design changes are the new aiming system for long-range weapons and a new spell
menu. Previously, the player had to earn a targeting mechanism, now, that, along
with unlimited projectiles, are offered from the get go; since it was already
tough to fight back enemies with arrows to begin with, these additions equal the
playing field more so than making the game too easy. The new spell system also
proves equally useful: players can now assign a spell per face button, accessing
that feature by holding down the left shoulder button. There is also a new way
to enhance items. While the game calls it creating, the player is really using
a trader's workshop to place gems on items that enhance their abilities; one initial
stone is required, then two other slots are allowed to place one of dozens of
jewels, each providing their own attributes, allowing for dozens of combinations
to be created. Only limited by the number of stones, weapons can really become
devastating if the player finds the right pair to use. There
are other additions as well. Quests now feature many more side quests, which are
enjoyable enough to not skip. These can involve the player doing something within
a playing area or going to a whole new location; for instance: while clearing
a mansion of ghouls, the player can opt to save scared servants or they can choose
to put their task on hold to go to a new area to track down thieves. Characters
also have unique opportunities as well: the cleric can donate money to the local
church, with the proceeds going towards various projects, which are stated when
money is paid, and she getting massive amounts of experience in return. With some
of the optional quests being pretty large, it always pays to go off the beaten
path to get as many goods as possible. Another new addition is the ability to
quickly, by way of the directional pad, switch between one-handed, two-handed,
and ranged weapons - the original only went from melee to range. The
new characters are much more varied than those in the original and a whole lot
more fun to use. With such differences, each offer a new way to experience the
game: the cleric can go through calling down columns of fire, while the necromancer
can raise minions to do his fighting for him. Adding to the fresh experience are
environments that are much livelier than the original. Sure, there are a few dungeons,
but there are also outdoor levels with villagers needing to be saved and haunted
mansions that have to be cleansed of Resident Evil-style skinned dogs and
monstrosities of pieced together body parts. There are also a few environmental
twists as well: the player can now fall off ledges and even get blown off by gusts
of wind. Fans of the original will be
happy to know that the core of the game is pretty much the same. Players still
need to slash, jump, shoot, and block through waves of enemies, and even take
the time to find the occasional lever or two. Baldur's Gate itself is still the
home base, keeping in line with the game's simplicity, and the world map is still
used to travel long distances, although ambushes are more frequent. Also more
frequent is the enemy's tendency to block, so be prepared for a tougher experience.
Multiplayer is back, allowing for you and a friend to play through the game sharing
half experience for kills and full for quests; the ability to export players to
other games is also back, for the gamers on the go. Despite
being thoroughly enjoyable, Dark Alliance II does some have some rough
spots. The story gets a little convoluted - the constant mentioning of the original
three adventurers was well received, though - with characters popping in and out,
along with two or so smaller side stories going on. Jumping is still useless,
except for a few occasions, none of which involves benefits in combat, and combat
itself is still limited to two connecting swings. The streamlined approach does
manage to keep most of the game's limitations acceptable, since this the kind
of RPG that non-fans of the genre would like to play, as well as appealing to
all types of gamers. So the complaints are relatively minor, considering how good
the results are.
Overall:
9/10 Black Isle pretty much took Dark Alliance and just layered it
with enhancements that gamers wanted: more playable characters, more side quests,
more monsters, more areas to explore, and spells and abilities to level up. If
you weren't a fan of the original, then I wouldn't bother. Fans should get a kick
out of all the references and expanded game world and find plenty more to like.
If played with one character, the experience is relatively short at around 15
hours, but myself, I have no problem going through it again. Despite not fixing
a few minor problems from the original, the additions are so enjoyable that I
can't help but be addicted to Dark Alliance II. [
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