Dungeon Siege offers an appealing mix of innovation and imitation. At first, one must assume the game is about its beautiful 3D environments. The world of Ehb is enormous, gorgeously detailed, and may be explored in one continuous journey with no load screens. Yet after a few sessions, the player realizes that the pacing of the game, and its balance of story and action, follow the down-to-business hack-and-slash formula established nearly five years earlier by Blizzard's Diablo. Above all else, Dungeon Siege is simply about killing all the monsters you can find and taking all their treasure. Uncomplicated quests are light on puzzles and heavy on enemies. Rewards come in the form of random loot that spills to the ground in a good fight. As they begin to feel the groove of the gameplay, players will cry out, 'They stole this from Diablo!' Chances are they'll keep playing, though, and soon will also be asking, 'Why didn't anyone think of doing it like this before?'

Through an empowering interface, the single player directs a party of up to eight adventurers as they cleanse the monster-infested Kingdom of Ehb. Dungeon Siege features sophisticated party-management tools and the game can be paused at any point, but the way that it plays is only superficially similar to most other party-oriented combat adventures, such as the Baldur's Gate titles. Dungeon Siege is not laid out for that kind of tactical organization. The game is focused on chaotic, real-time battle instead of careful, incremental planning. Deep strategic challenges are few. The draw of each new encounter is not in the positioning or plot advancement, but in the thrilling combat action itself. And yes, they stole that from Diablo.

Actually, Dungeon Siege seems admirably shameless about its inspiration. Beyond the general style of play, the title recycles numerous specifics from Diablo and Diablo II. Perhaps these should be considered 'tributes.' Magic items are noted by their blue text, and have names like 'Amulet of the Badger' or 'Blade of the Fox.' Other elements, from the paper doll inventory window to the 'red equals health, blue equals mana' scheme, are instantly familiar. Also as in Diablo, characters are basic archetypes, defined more by statistics than by personal history or cultural background. Old tomes and bits of NPC gossip allude to the long and storied sagas of Ehb, but only to players who actively seek these things out. Most will be worrying more about the hit points and armor ratings of those scary looking Droog up ahead, and less about ancient game world legends. Nevertheless, those who do look for the stories will find they are well written and nicely presented.

Presentation is the area in which Dungeon Siege truly shines, surpassing the techniques of its PC RPG forbearers by a quantum leap and rivaling the best efforts of contemporary 3D releases in other genres. Although a useful 'megamap' facilitates cross-country navigation, it is common to lose one's way in the main view. This is to the game's credit; the player becomes lost in different areas not because they're purposefully designed to be confusing, but because they're so realistically huge and thick with detail. Though less of a technological breakthrough, the game's sound is also first-rate. Effects are full and crisp. Voice acting is sparse, but excellent. Music enhances the right emotions. Resolution, EAX support, and other video and audio attributes are easily adjusted for play on a variety of systems, allowing hardcore action gamers to make good use of their latest toys while still running solidly on the casual player's more modest system.

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Aside from the spectacular presentational differences, Dungeon Siege is set apart from other action RPGs by its ease of use. It's a laid-back game to play. While it didn't discover the fun of straightforward hack-and-slash adventuring, it comes close to perfecting it. Instead of relying on cumbersome RPG standards to bolster the challenge, Dungeon Siege strives to remove all inconvenience. Nearly every task that was considered a chore in games such as Diablo and Baldur's Gate can be automated in Dungeon Siege. Need to organize your inventory to make room for that magic armor the Trog boss just dropped? Don't drag-and-drop each individual item to the top of the grid -- just press the 'K' key and inventory items instantly pack themselves to free up space. Instead of clicking on each individual potion and gold pile littering the floor after a big battle, just press the 'Z' key and the nearest characters quickly collect all the treasure in sight. Some players might almost feel like they're cheating. Inventory space limits and attribute requirements play the same roles as in other games, but tedious micromanagement is replaced by efficient automation wherever possible. In fact, it could almost be said that the game plays itself.

Of course, the biggest danger in creating a game that 'plays itself' would be keeping the player involved. As eight brave characters enter free-flowing battles against swarms of various enemies, the player's only direct involvement in the fracas may be a few game-paused mouse clicks. But the player's role is not diminished in Dungeon Siege, it is merely transposed. Instead of carefully steering individual characters and continually reassigning orders in the heat of battle, the player can set basic tactics for each character beforehand. Perhaps melee fighters should be set to 'Engage,' 'Attack Freely,' and 'Target Closest,' for example, while the archers and combat magician are set to 'Target Strongest' and the healers are set to 'Hold Ground,' so they'll cast their spells from a safe distance. Different movement, attack, and targeting behaviors can be assigned to anticipate different situations. There are many possible combinations for any party, and a hotkey system makes it easy to switch between preset configurations on the fly. The player is still in control, but basic tactical stances are more easily assigned before the battle begins.

Perhaps the most comparable precedent for Dungeon Siege is not Diablo itself but Delphine Software International's Darkstone. That 1999 game also closely followed the Diablo formula of heavy action and easy control, while adding multiple player characters, a simplified interface, contemporarily impressive 3D graphics, and a toned-down 'T' ESRB rating. Before its release, Darkstone was heralded as the 'Diablo-killer we'd all been waiting for.' Though many reviewers really liked the game and it sold well enough, Darkstone was often too easily written off as derivative, its brave innovations overshadowed by its competent imitations. But do we really need to 'kill' Diablo to enjoy another game created in its image? Hopefully Dungeon Siege will meet more distinguishing praise and better sales than its underappreciated predecessor. It is certainly worthy.

Graphics: The prettiest third-person RPG to date. Even many hours into the game, you'll still gape in awe as you enter a new area, encounter a new weather effect, or meet a new monster. Mountains and forests, buildings and bridges, individual trees and flowers are designed with artistic talent and rendered with technological expertise.

Sound: Battle sounds are crisp and rousing, ambient noises are spooky and unsettling, and the dynamic score is nearly always appropriate to the situation. Not the game's most immediately impressive feature, but the music and sound effects more than hold up their end of the presentation.

Enjoyment: Dungeon Siege finds the essence of what makes an action RPG fun. The ease, convenience, and engaging urgency of the Diablo games are made even easier, more convenient, and more immediately engaging, brought to life in a rich 3D game world you must experience yourself to fully appreciate.

Replay Value: One reason that Dungeon Siege can present such a detailed and varied world is that unlike the Diablo games, its levels are hand-designed. The lack of randomly generated dungeons is no great loss though, for the lands of Dungeon Siege are large. Once you finally do make it through the enormous Kingdom of Ehb, the multiplayer game offers completely new worlds to keep you hacking and slashing for many nights to come.

People who downloaded Dungeon Siege have also downloaded:
Dungeon Siege II, Dungeon Siege: Legends of Aranna, Diablo 2, Diablo, Dungeon Lords, Dungeons & Dragons: Dragonshard, Dungeon Siege III, Divine Divinity

In this expansion pack to 2002's Dungeon Siege, players venture out from the familiar Kingdom of Ehb into the savage realm of Aranna. The result is a new campaign spanning nine areas, ranging from lush jungles to arctic wastelands, as players prepare to do battle with more than 100 different creatures. Enhancements to the original include 50 additional spells to wield, such as Diminution, Animal Rage, Zorkon's Bonecrusher, and the Orb of Fire, and the ability to play as a new character: the half-giant, who uses brute force to wear down his foes. As the battles become more dangerous and the characters more skilled in the finer points of hack-and-slash combat, the rewards will grow more enticing.

An assortment of rare and enchanted weapons, equipment, and items are available for the taking, provided the player lives long enough to enjoy the spoils of victory. To help ensure that fate, characters can own a pack animal that will loyally defend its master's horde or die trying. Players who missed the original Dungeon Siege during its initial run will find the complete version bundled with Legends of Aranna, with the option to play with the new features and enhancements introduced in the expansion. Multiplayer support is also included for both Dungeon Siege and its add-on, along with the new ability to save quest progress.

When Dungeon Siege first arrived in 2002, it was both loved and reviled. Fans adored the relentless action, smooth game-world, and beautiful graphics, but others hated the lack of role-playing and the dumb AI. Legends of Aranna, the new expansion pack developed by Mad Doc Software, isn't going to make fans out of the latter, but anyone who enjoyed adored the original owes it to themselves to pick this title up.

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The original Dungeon Siege is included with Legends of Aranna, so players new to the world are in for a real bargain. Fans of the original will still find more than enough inside the box to suit them, however. The new campaign has at least thirty hours of gameplay, most of which takes place on another land, the Island of the Utraeans.

Legends of Aranna's story is a little better than the story in the original Dungeon Siege (which, to be honest, isn't saying much). A magic item has been stolen, for reasons that slowly become clear if you read the various tomes and scrolls scattered throughout the land, and it's your job to return it. Sure, it's as thin as onion paper, but it's tightly focused, and you're not as likely to forget it as the original game's story.

The expansion also includes dozens of new spells, including transformation spells that let you polymorph into the game's creatures, and orb spells that revolve around your character and automatically attack nearby enemies, leaving your hands free for other attack options. Add in the original Dungeon Siege spells, and you'll probably be overwhelmed with the sheer number available. A minor quibble with spells is that some will activate automatically, and some have to be done manually. Since combat can be very hectic, you might not realize for some time that one of your spellcasters is standing around doing nothing because the spell he has selected is not an automatic one. It would've been nice to have an option to choose automatic or manual spellcasting with those spells.

A new and very nice feature in Legends of Aranna is a single button that allows you to redistribute potions among all your party members. It doesn't work in multiplayer, but to get an even number of potions among all your single-player party members, including giving your spellcasters mana potions, it's absolutely marvelous. Some of the other interface improvements are a 'sell all' button when you're selling to merchants, auto-arrangement in your inventory when your characters pick up new items, a world map, and an improvement in your control groups. Instead of only being able to set up the active slots for different characters, you can also select different spells or weapons in those slots and switch between them at the press of a key. The tragg is the newest pack animal. It doesn't carry quite as much as your mule, but it jumps right into combat. A tragg and seven party members with backpacks means you're dragging around a lot of loot between trips to the store.

New treasure items include backpacks, imbued items, and treasure sets. Each character can have one backpack, which increases his storage capacity quite a bit. When selling to merchants, items in your backpack don't show up, so you have to move them out into your main inventory area first. It's a minor annoyance, but it is one nonetheless. Imbued items increase your abilities in combat. Most aren't significantly different than other magic items, but they often lack ability score prerequisites. Treasure sets are composed of three or more pieces of weapons, armor, and equipment. As you collect more of the pieces, their special features quickly ramp up in power. Legends of Aranna still has such an overwhelming number of different treasure items that some of them seem to serve no other purpose than to sell to merchants. Why would anyone select a magic cap that needs an abnormally high strength score but offers far less armor rating than a non-magical cap?

Multiplayer is available through direct Internet connection, and LAN play. The game even lets you save the journal state whenever you exit multiplayer. You still can't save while you're playing, but then again, it's not really necessary with the one-minute respawning and resurrection shrines available, though anyone with an unstable connection might think otherwise. You also still can't pick up NPCs to go along, so combats that were a breeze with your eight character NPC party are a real challenge with only one or two players.

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Although Dungeon Siege II is still a ways away, Legends of Aranna is almost a full-fledged sequel in its own right. Not only do you get the full original game, but you also get a new campaign with a more than respectable amount of game time, new spells, treasures, monsters, and improved interface options. It may be 'only' an expansion pack, but it's also one of the best bargains of the year.

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People who downloaded Dungeon Siege: Legends of Aranna have also downloaded:
Dungeon Siege, Dungeon Siege II, Diablo 2, Diablo, Dungeons & Dragons: Dragonshard, Dungeon Siege III, Divine Divinity, Dungeon Lords