![]() Even when aiming ranged attacks, it’s like the camera is stuck at the lowest sensitivity possible. I take a lot of umbrage with the camera in general, not just when locking onto targets. This actually makes it harder to fight because you completely lose your situational awareness. This just feels wrong to me, and nearly caused me to get motion sickness because of how much the camera moves.Īnd speaking of bad camera designs, when locked onto an enemy the camera zooms in and up towards whatever is targeted. Speaking of being locked in, attack direction is locked into which way the camera is facing, not where you aim the left analog stick. You just can’t build a modern action game and keep movement locked to four directions. This often meant that I would try to dodge at an angle, only to move in an unintended direction instead where I would typically get hit by something else. In Dark Alliance, you can only dodge in the four cardinal directions. The dodge roll mechanic especially irked me, as I am a huge fan of dash mechanics in my action games. This meant that getting surrounded - especially at higher difficulty missions - meant certain death. With a parry system that’s supposed to assist with the combat, it was something I was rarely able to pull off because I would be stuck in an attack animation. Attack animations are locked in, which means that you can’t dodge out of the way or even block an attack. Rarely was playing as any of the four characters an enjoyable experience, since each one feels like you’re fighting in mud. For a hacking and slashing action game, you would expect it to feel fluid and satisfying. Exploring every nook and cranny could take as long as 45 minutes in some missions, whereas that same mission can be beaten in under 10 minutes without those side distractions.īut the missions aren’t even the most tedious aspect of Dark Alliance it’s the combat. The linear nature of each mission means that you could easily choose the critical-path for the fastest completion time. Some maps feel clever in their design, with splitting paths and platforming areas, but they’re few and far between. Although, I am grateful that Tuque Games didn’t appear to just straight-up copy the same maps for multiple levels (I’m looking at you Dragon Age). Most of the environments are either old, dwarven ruins or, if not dwarven, then some other kind of ruin. The missions eventually start to feel repetitive after only a couple of hours in. Missions are entirely linear, with the occasional side hallway or hidden nook that usually contain treasures, and they are set up on an encounter-by-encounter basis with optional checkpoints that the group can rest at and recover their health and potions. Like in a Monster Hunter game, you can join someone’s lobby - or go in solo - and select which mission you want to do. Missions are broken up into groupings of three, divided by which of the seven factions it corresponds with. Which all sounds lovely for a Dungeons & Dragons game, doesn’t it? It’s a shame then that Dark Alliance barely conveys its story, mostly told via cutscenes before missions, and falls short of exploring the Icewind Dale setting that these missions take place in. Joined on his quest is the barbarian Wulfgar, the dwarf king Bruenor Battlehammer, and Bruenor’s adopted human daughter Catti-brie. Thus, Drizzt must systematically put down each of these factions’ leaders and finally bring an end to the evil powers of the Crystal Shard once and for all. ![]() Salvatore, “ The Crystal Shard.” The mage Akar Kessel has been defeated by Drizzt and his stalwart companions, losing the Crystal Shard and setting into motion a race between several different evil factions to be the next wielders of its power. The story of Dark Alliance takes place after the events of the fourth novel by R.A. ![]() Dark Alliance lets four players team up to tackle over 20 missions, fighting against goblins and duergar, collecting loot, and stopping the evil races from acquiring the Crystal Shard. Alongside him are his closest allies from the novels, which are all also playable characters. He’s had cameos in the past, like Baldur’s Gate 2 and the MMORPG Neverwinter, but this is a first for actually controlling him. Dungeons & Dragons: Dark Alliance by Tuque Games sees Drizzt as a playable character for the first time in a video game.
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