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The loot is subpar you’ll almost always be finding useless crap.
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There are plenty of opportunities to explore off the beaten path, and you’ll find gold and chests along the way. The levels are so incredibly uninteresting, and I really can’t stress that enough. One act has the same frost giant as the “boss” of each level, with the final one’s only difference being that he attacks more often. You keep going until you get to the level’s “boss,” which is a regular enemy with a larger health bar. But while the locations change, they’re all similar in structure: you run to markers to collect or activate a thing, and then follow the next marker to the another thing. The game is divided into several acts, each with three levels apiece. Levels themselves also look great, but they all feel interchangeable from a design aspect - and they’re inescapably dull. The textures in Dungeons & Dragons: Dark Alliance are much better than I expected.
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Raising attribute points and equipping new gear raises your gear level, which lets you take on higher difficulties for better rewards. Leveling up grants access to new feats and combat moves. Each character levels up and gets attribute points for raising nearly pointless stats, or feat points for character bonuses. The shooting isn’t enjoyable either, but it’s more tolerable. Drizzt has the coolest melee attacks, but Catti-Brie is the only ranged character, making her the best choice on account of the melee combat being pretty mundane. You start out by picking whichever of the four characters you prefer. I’m not sure why this game was built on his books as a base when there wasn’t any interest in doing anything with his narrative or characters. The characters occasionally talk to each other during co-op play, but astoundingly little has been done with Salvatore’s framework. Dungeons & Dragons: Dark Alliance includes cutscenes, but they tend to focus on generic enemies screwing around. The four playable characters: drow elf Drizzt Do’Urden, the dwarf Bruenor Battlehammer, and Bruenor’s adopted children Wulfgar and Catti-Brie, have absolutely no story presence. You’d think that using Salvatore’s work as a base would be ripe for the game to have a solid story, but it doesn’t even try. Now everybody wants the shard, and it’s up to the heroes from the books to make sure that the Dale is safe. Drizzt Do’Urden and his companions have defeated the tyrant Akar Kessell, who was manipulated by the evil shard, Crenshinibon, into oppressing the land. Salvatore’s Icewind Dale Trilogy, specifically after the first book, The Crystal Shard. But everything else here, from the controls to the design, is lackluster, resulting in a game that won’t appeal much to hardcore D&D fans, nor to players looking for satisfying combat.ĭungeons & Dragons: Dark Alliance is set within R.A. The textures and lighting are good, and the optimization is surprisingly above board. It focuses on action, but said action is quite unimpressive. Dungeons & Dragons: Dark Alliance is less of an RPG and more like a modern Gauntlet game than anything else. Putting it bluntly, said subtitle was almost certainly only reused to try and capitalize on nostalgia. To be upfront here, this game has next to nothing to do with the other Baldur’s Gate game that uses the same subtitle.