Keeping in mind that I haven’t tried the expansion yet (though I’m wildly curious), and I haven’t finished either the Light or the Shadow campaigns yet, this will probably be redone at some point. This is just going off what I’ve seen so far.
Right off the bat, though, I’m not sure whose idea Blind Guardian was, but it was an interesting touch. Not sure if I’d go so far as to call it nice, but I’ll take a bard in the middle of town working for his dinner for atmosphere any day. The lyrics leave a bit to be desired, but German-to-English translations don’t always go so well. Neither does Bulgarian. (See Malina.) Nor Ukrainian. (See Ruslana.)
No, really, go to YouTube and look those two up. Malina can be a bit interesting, but if you like pop, she’s good. Ruslana’s good, too, and the team-up with T-pain was a pleasant surprise.
But ANYWAY, we’re not here about that. We’re here about Sacred 2, which is surprisingly very good. I only say it’s surprisingly good, because there were so many new hurdles to work around, it was difficult to enjoy at first. It’s very easy to get distracted by the pretty 3D graphics, magnificently rendered (though, as another reviewer said, it really *is* windy all the time in Ancaria!), but that distraction can get you easily lost–and the floating, yet oddly inflexible camera can be quite disorienting. You *can* fix this, but not with the base release on its own–you have to download the most recent patches to do that. Same for accessing an options menu while in-game, as opposed to saving and exiting to twiddle with the functions.
Adjusting to the new minimap keys is also a challenge, but at least this carried over from the original Sacred–something I couldn’t be more thankful for. One advantage Sacred 2 has over the original is the underground map. Not only can I figure out where the hell I’m going when I’m underground, and see what enemies may lie in wait, but it gives me a reference point for when my camera is stuck in the Black Wall. Nothing says love like fighting blind.
There are currently six character classes in the game (with a seventh coming up in the as-yet-unreleased expansion): Dryad, High Elf (think Mage), Inquisitor, Seraphim (making a comeback from S1), Shadow Warrior (WoW players will recognize a Death Knight in this one), and the Temple Guardian (Anubian cyborgs with a gun arm. Yeah, I’m not sure what’s going on there, either.) Having started one of each of the classes, I found that the easiest start I had was with the Shadow Warrior, then the Seraphim, Dryad, Temple Guardian, Inquisitor, and High Elf–a battle-mage this girl is not. Ascaron wasn’t kidding when they suggested in the manual that the High Elf was better for experienced players.
Now, in the player’s defense: Ranged DPS is something I have experience with. Two years of playing a hunter and mage on WoW, with previous time playing an Amazon in Diablo 2, gives me a little something to go on, I think. But those two generally have something in the way of stopping enemies before they reach melee range, or defending themselves once they get there and have no other choice. The High Elf, so far as I can tell, has absolutely none of these. Your best defense is to zoom the camera until you’re a little reddish speck on the map and hope for the best.
They also suggested the Dryad was best for experienced players, but again–hunters and amazon players will probably fall right into line with this one. The Dryad, however, does have a limited amount of melee capability…ish (she stabs people with arrows via her nail-gun bow…or blowgun She gets either one to work with.), so she’s a little easier to survive with.
The Shadow Warrior is pure tank. All melee, all the time, and he’s pretty tough. If you played the Barbarian in Diablo 2, a Warrior or Death Knight (particularly DK roleplayers would like this) on WoW, or a Gladiator in the original Sacred, then this guy’s a breeze to slip into. He’s actually the recommended class for new players, and I can see why.
The Inquisitor…is best described as a WoW Warlock and a Diablo 2 Necromancer meet the Spanish Inquisition. No pun really intended, there. Cloth-wearing, mace-wielding eternal curmudgeon out to damn the world of Ancaria. No, really, this guy is *completely* incapable of a truly non-selfish act. (He can’t play the Light-side Campaign, just like Seraphim–being Paladins–can’t play the Dark Side. Breaks the roleplay options a little, but it’s not really surprising.)
The Seraphim is Ancaria’s female answer to the Paladins of other universes…only it’s a sorority. That’s right, no male Seraphim. Strikes me as odd, but they *are* Ascaron’s trademark Sacred fanservice, so I’m not the least surprised. They’ve made them much more playable in the early levels, which is good–they needed to. Trying to level a Sacred 1 Seraphim in a Sacred 2 zone would send the poor girl running screaming back to the Monastery. Some of the armor actually looks like it might be mildly protective, as well as attractive. However, she still has a chest about as big as her head on each side (Remember: fanservice) and those incredibly annoying pigtails that have always been my one real aesthetic problem with playing the race. Having at least seen some different hair colors in the various trailers, I had hoped for some customization options–maybe even something along the line of Fable’s style cards. Nope, though it looks like my progress through the Light campaign has changed her from platinum blonde to a sort of blondish-brown. Loss of faith, maybe?
The Story
Sure, why not? I would be, too. Having seen the opening cut-scene (with the rushed dialogue), I had to wonder just how far Ascaron had to dig to get Sacred 2’s story. I’m not even sure how much of a time jump has been involved, but it must be pretty massive.
When we last left our noble heroes (presumably at the end of the Underworld campaign), Ancaria’s regent ruler had died at the hands of the demonologist and necromancer Anducar. On the other hand, the gate to the Underworld behind the royal castle in Braverock was shut down, so everything was good–except for being leaderless. When Sacred 2 starts, we figure out that some of the things hinted at throughout Sacred 1 were right: the Seraphim were servants of the Gods, but the power of the Gods was “T-energy” (whatever the hell that is), and they had sole control over it. Well, at some point, they decided to hand that job over to the High Elves–a race hitherto unheard of in Ancaria, so far as I can tell. (But they had Wood Elves and Dark Elves, so I’m guessing High Elves are possible.) Three guesses what happened from there.
Yep, yep, and yep. The High Elves basically became the Blood Elves of Ancaria. Addicted to power, they used and abused T-energy to whatever whim they thought they needed to fulfill at the time. Naturally, this got everybody else nervous, and they all banded together to stand up to the crazy people. No dice, no love–they crushed the resistance, and made them all slaves. Of course, the old empire was destroyed in the process, so they just built a new one. And then pipelines for pure, undiluted T-energy were built to pipe it into the city so no one would have to get their feet dirty adventuring.
Well, pipes leak. The pipeline sprung some major leaks, and now the countryside is contaminated with this stuff, changing the landscape and the critters living there into monstrous things or worse.
Way to cheese Ancaria, Seraphim. I have to wonder how often they’ve regretted that decision since? Either way, the land is now at *another* vital crossroads, and you get to decide this time: Save Ancaria or Screw Ancaria.
This is also not your daddy’s Ancaria–anyone looking for the old towns won’t find them. Anywhere. Must be visiting a new section of the country. Glad to see they brought Sgt. Flavius back, but I admit I was irritated to find him a High Elf.
More when I’ve had more of a chance to see the rest of the game. So far, this is pretty good.