These caves are treacherous! You could be looking for the quest marker for hours in here…
Not that I went the complete wrong way for an hour, cleared the rest of the cave, and then realised the objective was behind where I was standing. Never. That said, I feel the map(s) could stand to be a little clearer at times. Or that the game could explain certain features (like holding Tab to open a full area map) better to help you get through those confusing, embarrassing, silly times.
Sacred 2 inherits much from the original Sacred. It’s an open world fantasy ARPG with surprisingly deep and varied character development, featuring several different classes, and two distinct story choices (to either be good or evil). Many of the mechanics return with a little more polish alongside a full 3D presentation. Voice acting remains (for each of the classes, some of the quest NPCs, and general commentary) and helps to flesh out the world of Ancaria. The Gold Edition also features two expansion packs which bring all sorts of extra goodies along for the ride (like the carrier imp, a new character class, new regions, and more).
Overall it’s a pretty solid title that will likely net you several hours of enjoyment if you like ARPGs.
One of the most intriguing developments for me is how the character classes vary. I took the atypical fighter in the Shadow Warrior (following the evil story) the first time I played and after I finished the main campaign (on bronze) I explored the other choices. I was curious to see what they would do differently and it’s quite extensive.
For instance, the Skills you learn vary from class to class. I wasn’t really expecting to start with a Dragon Mage and see options the Shadow Warrior hadn’t been able to select, yet, likewise for the Dragon Mage, there were things the Shadow Warrior had that he didn’t. It’s a small change (and somewhat expected) but it’s nice to see that there are unique benefits for each of the classes. Many of the standard choices like Armor Lore, Shield Lore, Constitution, Toughness, and so on are present for all of the classes (as far as I’m aware).
The Attributes don’t vary between classes, however.
These are the pretty standard self-explanatory choices that you’ll find in nearly every other RPG. Yet, combined with the Skills, and the Combat Arts (covered below), you have the opportunity to create vastly different builds. The character classes do have specific roles, however. Or sets of roles. Like the Seraphim can fight in close quarters or at range depending on how you build her.
Combat Arts are your magical or physical attacks (also your buffs) and they follow suit from Sacred to be almost exactly the same. You find runes, use them, level up the skills, but face increasing cooldowns/penalties every time you do. In Sacred 2 after investing a number of points in certain Skills you can also upgrade Combat Arts to make them more powerful. Adding area damage, life stealing, armour penetration, and other benefits. These are specific to the Combat Arts and so each have six choices of which you can choose three before the Combat Art is mastered.
There are a whole heap of quests and locations to explore, too. This is something that’s quite difficult to summarise as there are so many things to talk about, but, for me, the above is what really stands out and makes Sacred 2 great. That flexibility, character depth, choice, and the chance to replay the story again on increasing difficulty levels.
Have a nice week, all!