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Dungeons & Dragons Tactics - Sony PSP

3.5 out of 5 stars 40 customer reviews
Rated: Teen
Metascore: 58 / 100
$ 14 99
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Platform: Sony PSP
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About the Product

  • Deep and exciting turn-based game play that uses the D&D 3.5 rule-set
  • All Core race and class type is available, including Psionics classes
  • Highly customizable characters can be created and traded via wireless
  • Multiplayer mode for cooperative adventuring.
  • Players explore a newly created world with a wide range of areas like dark dungeons, forests, towns, even the astral pane

Product Description

Faithfully utilizing the D&D 3.5 rule-set, Dungeons & Dragons®:Tactics will allow players to take a party of six adventurers into a wide variety of dangerous environments and experience the ultimate RPG adventure.

Product Information

Release date August 14, 2007
Customer Reviews
3.5 out of 5 stars 40 customer reviews

3.5 out of 5 stars
Best Sellers Rank #17,694 in videogames
#222 in Video Games > Sony PSP > Games
Pricing The strikethrough price is the List Price. Savings represents a discount off the List Price.
Product Dimensions 6.8 x 4 x 0.5 inches
Media: Video Game
Domestic Shipping This item is also available for shipping to select countries outside the U.S.
International Shipping This item is not eligible for international shipping. Learn More

Warranty & Support

Product Warranty: For warranty information about this product, please click here


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Customer Reviews

Top Customer Reviews

By JS on September 26, 2007
This game is simply the most fun I've ever had with a PSP game. No, it's not perfect D&D, it's missing multi-classing and a few skills and feats. But it's damn close, and you get more character customization than you're going to find in any other PSP game anywhere, guaranteed.

If you've ever played "Temple of Elemental Evil" game for the PC, this looks and plays very similarly. The focus here is a little less on role-playing and more on fighting though (but that's why it's called D&D Tactics).

The game is LONG too. I spent about 92 hours on the campaign and finally finished it. You start at level 1. I don't know what the highest level you can hit, but everyone in my party got up to level 19. Even after you complete the campaign, you can go through it again, and make some different choices about which dungeons to explore, or whether to lean toward good or evil, so there is a fair amount of replay value.

-Graphics are smooth, colorful, and fantastic. Almost every spell has it's own animation. Each character has a unique look, and you can customize their hair and faces to a certain extent.

-Sound is wonderful, and there's a wide range of background music. There's even a sound player option so you can play the music during your pencil & paper games if you want.

-Gameplay would be hard at first if you have no knowledge of D&D, but soon anyone will learn it. There are lots of ingame help available on just about everything.

Game balance may be a bit off, my party was leveling faster than the game was expecting, and I was going through some adventures 2-3 levels higher than I should have. You can mitigate this by switching characters between adventures though.

The manual is a little lacking.
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I love Dungeons and Dragons, playing it with two different groups twice a week. I also love handheld tactical games, with some of my favorite handheld games of all times being tactics-style. So when this product was announced, I found myself waiting for it with 'bated breath. And waiting. And waiting.

The screenshots and video looked good, the press releases and interviews and previews all seemed to suggest that things were heading in the right direction, a tactics game with great graphics, based around the complex (and carefully thought out) 3.5 edition D&D rules. Each time it was delayed, I dared to hope that it was because they were taking the time to really get it right.

Having now played a good chunk of the game, I think that what was instead happening during the delays was that the development team, overburdened by the complexity of what they had set out to do, was simplifying and reducing, getting rid of stuff that didn't work, dropping features that were too hard to complete, and just generally scaling back the ambitions for the project until its parameters fit within what they had already done, rather than what they had set out to do.

It is a reasonably fun game nonetheless. Controlling a party of six adventurers, representing the base D&D classes, plus a couple extra psionic ones, is relatively fulfilling. It's even a decent tactics game in some ways, with the step by step planning of what your characters will do, and the mutual supporting interactions between them. This fundamental enjoyment is what pushes my overall rating of the game up from 1 to 2 star status.

But there are two important respects in which it falls very short.

First, as a tactics game, the controls are finicky.
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There are few games in the past ten years that have given me satisfying turn-based tactical combat experience. This one has. I currently DM pen and paper D&D and have found this gem to hold up very well against the ruleset. Sure, there is very little in the way of role-play elements, but truth be told, you can't role play on a computer (AI) worth a darn any way (reading page after page of "story dialogue" and choosing from a tree of contrived responses in not what I call roleplaying) , so this gets right down to brass tax; turn based combat.

Character creation is very involved and exciting; the experience point system has been accelerated, so leveling happens often (maybe a little too often, actually, as the lower levels offer excitement that is entirely different from mid and high level characters). Atari has included most major feats and their implementation comes off well. The skill system is fully included, but a bit deceiving. With the lack of RP elements, I haven't seen any use for knowledge skills (or other non-combat skills) and wonder why they were included. Had I known the game was almost strictly combat based, I would have configured my skills differentally for each character before starting.

The in-combat interface works well. Line-of-sight seems to be right on and using cover seems to affect my characters chances of being hit. What this game desparately needs is a status screen that shows a breakdown of your numbers (i.e. if your AC is showing 17, there is no way to tell how you arrived at that number, you have to figure it out yourself). Also the game lacks a numerical breakdown of the damage each character does in combat, or even the potential damage you could do based on your weapon, base attack and feats.
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