Dungeon Siege III
Obsidian's hack-and-slash RPG set in the kingdom of Ehb offers polished combat and co-op, but leans more Diablo than Dragon Age when it comes to story depth.
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About Dungeon Siege III
Dungeon Siege III is an action RPG developed by Obsidian Entertainment, set in the battered kingdom of Ehb where the 10th Legion has been nearly wiped out and you play as one of its last survivors. You pick from four distinct characters - Lucas Montbarron, Anjali the archon, Katarina the gunslinger, or Reinhart the channeler - each with their own combat style, stance-based skill trees, and passive ability chains. Lucas swings between a defensive shield-and-sword stance and an aggressive two-handed mode. Anjali literally lights herself on fire as a melee form and then floats into a ranged fire spirit mode. The stance-switching rhythm gives combat a satisfying push-pull that keeps button-mashing from being the optimal strategy, at least on higher difficulties. The co-op works surprisingly well in local split-screen, which was a genuine rarity in 2011 and remains a selling point for couch sessions. Online co-op is functional but suffers from a camera system that stubbornly serves the host, leaving guests squinting at the edge of the screen whenever the host wanders. That camera is arguably the game's most consistent failure - it is too close, too controlling, and will fight you constantly in tight dungeon corridors. It is the kind of design decision that makes you want to send a strongly-worded letter to whoever locked the zoom distance. As an Obsidian product, you naturally go in expecting the writing to punch above the genre average. It mostly does, though the bar here is "competent action RPG" rather than "Planescape: Torment." The lore of Ehb is genuinely interesting if you read the codex entries - there is a lived-in history of Legion politics and theological conflict with the Azunite faith that rewards curiosity. Dialogue choices exist and do shift NPC relationships and some outcomes, but do not expect Mass Effect-level consequence branching. The main plot moves at a decent pace and avoids the most egregious filler quest padding, which I appreciate more than I probably should. Side content is sparse, and the roughly 12-15 hour runtime feels tight rather than epic. The loot system is functional but shallow. You will find gear, compare numbers, equip the bigger number, and move on. There is no crafting depth, no set bonuses worth theorycrafting, and the itemization does not evolve meaningfully between act one and the endgame. For players who want to min-max builds past hour 40, the well runs dry. Character builds have enough variety within each hero to support a second playthrough as a different character, but the game's short length means replay value comes from multiplayer runs with friends more than solo re-exploration. Who is this actually for? Fans of Baldur's Gate: Dark Alliance, old-school couch co-op action RPGs, or players who want a contained Obsidian-flavored story without a 100-hour commitment. It is a competent, occasionally engaging package held back by a hostile camera, thin loot design, and the unavoidable feeling that Obsidian had more interesting ideas than the budget allowed them to execute. The mixed Steam reviews are fair - this is not a disaster, but it is also not the Obsidian game you remember most fondly. Monika, Scout Team
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Game Info
- Developer
- Obsidian Entertainment
- Publisher
- Square Enix
- Release Date
- Jun 20, 2011


