It's been quite a few year since the last time the Forgotten Realms were under attack and I actually cared, but it seems that Atari and Bedlam are onto something refreshing with their forthcoming Dungeons & Dragons: Daggerdale. This will apparently be a hack-and-slash, action heavy, episodic, co-op enabled, downloadable CRPG based on the 4th edition of the Dungeons & Dragons rule-set and will rather definitely be available for the PC, Xbox 360 and PS3 during this very May. Also, the chances I will be reviewing it are high indeed.
Besides the novelty of being the first digital interpretation of 4th edition rules, what sounds as intriguing as a particularly intriguing thing is the fact that Daggerdale will have a strong multiplayer aspect and will be based on some sort of modular architecture. Oh, and it does seem them Wizards of the Coast will be helping with the world and plot. Then again, what would be more enlightening than a trip to the game's official site and a short interview with the developers?
How would you describe Daggerdale?
Daggerdale actually harkens back to the good old hack-n-slash days of Baldur's Gate, specifically with Dark Alliance I and II. You have a full single-player campaign if you want to play by yourself, but it's highly recommended that you play with at least one other friend.
What would you say makes it unique?
Well, it’s been a long time since we’ve had a D&D game on console to start with, but further than that, I think the fact that Daggerdale was designed to be a smaller scoped and largely multiplayer experience does make it a unique game for the D&D and RPG fans out there. It’s not meant to suck your life away for days or weeks, but it should quench your thirst for a fun-filled hacknslash experience.
Why did you actually choose to create a Dungeons and Dragons game?
There’s a passion here at Atari to make great games utilizing the D&D license. We felt it was a good time to go back into the console genre with D&D and that the digital platforms were the place to do it.
Was working with the 4th edition rules and implementing them for the first time in a game as copious as it sounds?
We worked closely with the folks at Wizards to make sure what we ported over from the pen and paper rules made sense in the video game world. The base line rule the entire time was to make sure the game is fun and that it was true to the D&D universe – I think we did a great job accomplishing just that.
Care to mention some of Daggerdale's inspirations?
The list is just too long. Everyone that worked on the project grew up with a love for the pen & paper game so it really comes back to our childhood. Of course, on the video game side, you have to credit the Baldur’s Gate series of games for giving us a good stepping stone.
I understand it's a download only title. Why's that? Any chance we'll get to see a lavish boxed version?
Daggerdale was designed to be more a modular afternoon experience, rather than a sprawling 40+ hour RPG. Keeping the size it mind, it made perfect sense to put this game out on platforms like XBLA, PSN, & Steam. I have no doubt that if Daggerdale does well, we’ll see some more of it and maybe even a boxed version.
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