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Game Over Online ~ Baldur's Gate: Dark Alliance II (c) Vivendi Universal Games



Baldur's Gate: Dark Alliance II (c) Vivendi Universal Games

Published: Tuesday, December 23rd, 2003 at 08:32 PM
Written By: Thomas Wilde


The basic principle here is simple.

Baldur's Gate: Dark Alliance is a little quirky, but it's an undeniably addictive monster bash. It was probably most notable for its main characters, a small cast of neophyte adventurers who you could design according to your gameplay preference, choosing weapons, special attacks, spells, armor, and capabilities as you saw fit, over the course of their leveling.

Baldur's Gate: Dark Alliance II takes its predecessor's gameplay, and gives you more of everything.





The first game had three characters; now you have five, who represent a much broader spectrum of gameplay styles and character classes than the original cast. You can bash monsters into a sticky paste with Dorn Redbear, a human barbarian who's prone to berserker rages; beat them senseless via the martial-arts skills of the drow monk Vhaidra "It Takes Everyone Six Tries To Spell My Name" Uoswilr; set traps for them or attack from the shadows using the dwarven rogue Borador; use Ysuran "Yeah, Vhaidra, I Know How You Feel" Auondril's necromancy to create and control your own legion of undead warriors; and smash people with heavy blunt objects, in between divine spells, when playing as the human cleric Allessia Faithhammer.

Each of these five characters, as with the three before them, start at first level with no equipment, walking towards Baldur's Gate to seek their fortune. A chance encounter with the aftermath of a goblin raid sets the pace for what turns out to be an ultraviolent adventuring career, taking your crew all over the face of Faerun in order to thwart the schemes of another unified force for evil.







A new character starts off at what's more or less square one, with a couple of class abilities but not much else. From the beginning, each time you level up, you're given a certain number of points to spend on feats, which are how you gain new skills and bonuses. Depending on how you arrange your feats, you can create characters who're tailored to your individual play style; opt for missile weapons over melee, direct damage spells over ones that enhance your combat ability, special attacks over basic weapons skills, or light armor and damage-avoiding feats as opposed to heavy armor by itself.

Right now, our game's focusing on an Allessia who wildly abuses Flame Strike and Ysuran as a summoner, with occasional guest shots by a Vhaidra who is monomaniacally obsessed with being able to kill things with a stick, preferably things that are somewhere within a two-hundred-seventy-degree angle of her back. We could've just as easily focused on Allessia as a complete tank, stacking on the heavy armor, investing in more hit points via Toughness, and charging into the middle of the fray; spent all Ysuran's feat points on his direct-damage spells like Contagion or Enervation; or saved money on equipment by concentrating on Vhaidra's unarmed combat skills. If you play as Borador, you can use him as an archer or a thief or a trapper; Redbear can be an armored attacker, a lightly-armored berserker, or a warrior who lives and dies by his arsenal of special moves.







That duality is part of the fun of the game. Much like Diablo 2, a lot of the fun of the game is picking a direction to go in with a given character, and seeing where it takes you.

You'll find that Dark Alliance II is, cosmetically, not much different from the original. You'll still be entering intricate, top-down dungeons with the intent of extinguishing all sapient life within, with the possible exception of the occasional hostage. Puzzles must be solved, keys must be found, treasure chests must be opened, and sharp things must be driven at high velocities into soft things that bleed and scream.

Those sharp things are a little different, though. In the original, you could buy items from handy stores, or find magical equipment in treasure chests as you progressed through dungeons. The specific qualities of that equipment were randomly generated, so you were rolling the dice every time you found a new item. In Dark Alliance II, the random factor has been mitigated somewhat by the fact that now, you're the one who designs and commissions your own magical items.







When you find weapons, you'll find that they're all given a certain quality, from Shoddy to Flawless and higher. A weapon rated Fine or better can do more damage than its inferior counterparts, and can be enchanted at a workshop run by the trader in Baldur's Gate. With a combination of a magical runestone and up to two gems, you can make a weapon that not only grants bonuses to hit and damage, as with AD&D weapons from time immemorial (and by that I mean "1977"), but inflicts or prevents certain status ailments, or grants or improves certain feats. An enchanted bow may glow with an eerie blue light, to indicate that it raises your Armor rating much like the Dodge feat does, or have a wet-looking red finish, symbolic of the blood it sheds when it hits, causing extra damage.

The same goes for armor; if you find Fine or better breastplates, gloves, helmets, or boots, you can create special items that protect against more than just damage. A helmet may cut down on or eliminate the time you spend stunned or paralyzed; a pair of boots may grant you the Sprint feat or protect you against ground hazards.







The only drawback to this system is that, well, it costs money. Lots of it. A runestone goes for a thousand gold pieces, as do the most readily available gems, and the construction of a sword with two gems attached can run you as much as three thousand gold. You'll have to get some pretty serious bank before your weapons and armor are custom-designed special editions.

To generate that bank, you'll be sent on missions by the townsfolk, into some of the most wretched holes the Realms has to offer. Dark alchemy laboratories, haunted catacombs, old-school dungeons packed with traps, the headquarters of thieves, formerly peaceful villages, and more will all be stops along your trip, each of which is packed to the rafters with dozens of monsters who need to be put in the ground.







Just like its predecessor, this is where Dark Alliance II really shines. It's a bit of a button-masher, really, but it's an addictive and fun one. There's just enough variety and room for strategy in the combat where it's fun and fast-paced, but it's not a mindless button-mashing frenzy. The only criticism I really have is that the game really needs a way to let you strafe; right now, if you're playing an archer, expect to spend a lot of time Sprinting, then turning around and unleashing a volley of arrows in the direction of whatever's chasing you. The game's clearly set up to reward you for melee combat, and the missile weapons seem like a somewhat-poorly-executed afterthought.

It's a minor complaint, though. If you enjoy clearing out dungeons and exploring new territory, then Dark Alliance II is right up your alley. It takes everything that made the original a hit, and gives you more of it. If this sounds good to you, then clear some time around January 20th, stock up on food, put the cat out, and take the phone off the hook. You've got some goblins to kill.


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