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  1. Games
  2. Strategy
  3. Dungeons & Dragons: Tactics

Dungeons & Dragons: Tactics impressions

Features
By Mikel Reparaz
Published 23 August 2006

Sword-and-sorcery strategy still looks rough, but packs plenty of promise for fans

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Graphics aside, we're told that D&D: Tactics will introduce a bunch of cool flourishes not often seen in turn-based strategy. One option, for example, lets you set all your characters to "Ready," poising them to automatically attack the first thing that hovers into view. You can then send an animal or monster into the darkness, get something to attack it, and then lead it down into the trap you've cleverly set.

Also, should one of your party members then get into trouble, there's a spell that'll let you teleport him four rounds into the future - which sounds useless until you consider that other, stronger teammates can whittle down whatever's killing him until he comes back. And if the going gets really tough, you'll even have polymorph spells at your disposal, enabling you to do stuff like turn a quivering, pigeon-chested wizard into a giant, ass-smashing demon. So that ought to be fun.

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In addition to the main storyline - which will explore a huge number of environments and take around 49-100 hours to finish, depending on whether you charge straight through - there'll be downloadable content and a six-player ad-hoc "Dungeon Bash" mode set in randomly generated dungeons. Assuming the game continues to improve as dramatically as we've seen so far, this should be a hot item when it ships to stores in February.

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Mikel Reparaz
Mikel Reparaz
After graduating from college in 2000 with a BA in journalism, I worked for five years as a copy editor, page designer and videogame-review columnist at a couple of mid-sized newspapers you've never heard of. My column eventually got me a freelancing gig with GMR magazine, which folded a few months later. I was hired on full-time by GamesRadar in late 2005, and have since been paid actual money to write silly articles about lovable blobs.
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