After playing the demo, I can't recommend
Dungeon Siege II enough. The best way to describe it, is to call it a successful blend of Icewind Dale and Diablo games as it menages to combine real-time party action with a decent storyline, branching quests and certain strategic depth.
You have a party, up to six, which may include the protagonist, allies, a pack mule and a pet. You may control any of them at a time whereas the others respond to their surroundings according to their stance and formation. You may select their active melee weapon, ranged weapon or spell as well as set certain spells on 'auto cast' which shall be used when situation requires. For the rest, it plays like a most computer action-RPGs of the Post Diablo era.
Your characters have their spellbook, inventory and skill three (think Diablo) but with a twist: depending on the skills you have, your character may have specific super abilities. Think of those as "Smart Bombs". They recharge with every monster slain (or activating a totem which instantly recharges them) and, when activated, change the tides. You may throw several daggers (assuming you have them equipped) to deal 1000%+ damage to all surrounding foes or you may summon a monolith to magically attract all foes in it's area to help you unleash some Area of Effect attack. Those abilities are really fun to use.
As in Dungeon Siege I, your skills improve with usage. Keep casting combat spells and your intelligence and spell casting improve. Keep fighting with two longswords and your melee and strength will go up.
Just like in the original Dungeon Siege, you have NO loading. When you create your character, the world is created (still not sure if it's randomly generated or not). You may travel anywhere without a slowdown or a loading screen. Town-portal is almost instant too. Unlike the first Dungeon Siege, though, the sequel has more focus on backstory and lore. Talking to people is highly rewarding: you may get a sidequest, get an item to help you in your travel or learn a crucial bit of local lore. Chants can be used in specific pedestals. Step on a small stone construction in the forest, press Enter to say an incantation and your party is strengthened, healed, boosted et cetera. There are many, many chants to learn from people or scrolls.
Pets are a novel addition. Think "Tamagochi" without having to clean up the cage. Once you buy a pet from a trader, it's just a baby. It still fights, casts spells and carries equipment, but its potential is much greater. Feed him items and eventually it will grow up! There are 8 stades of growth which alters the way the pet looks as well as its skills and abilities. Keep in mind what you feed to your pet: a magician's robe might increase its magical capacities by a little as well as grant your pet armour. A fighter's weapon improves the creature's melee.
The game's release date is August 16th, but a bunch of reviews are ready. eToychest have published a very accurate review of the game. Read it
here.
If you want, you may download the inhumanly large 1.4 Gigabytes demo
here which includes one sixth of one third of the game on the easiest difficulty level which the game has three. Every difficulty level increases the level cap.
I hope you'll enjoy DSII as much as I did: it's not every day you see a 60-hour RPG with equal focus on single player and multiplayer. I have reasons to believe that fans of <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> will enjoy it.