Sunday, July 19, 2009

SACRED 2: FALLEN ANGEL


GAME DETAILS :-

Developer : Ascaron

Publisher : cdv Software Entertainment And Deep Silver

Engine : Not Revealed

Genre : Action Role-Playing

Release Date : November 11 , 2008

SYSTEM REQUIREMENTS :-

Operating System : Windows XP / Windows Vista

CPU : Intel Pentium Dual Core Processor / AMD Athlon64 X2 4200+

Memory (RAM) : 2 GB

Graphics Hardware : DirectX 9.0d Compatible Video Card with Memory 512 MB

[NVIDIA : GeForce 8800 Series
ATI : Radeon HD 3870 Series]

Hard Disk Space : 25 GB

GAME FEATURES :-

A mysterious force called T-Energy is the source of all life and magic in Ancaria. It was originally solely under the control of the ancient race of Seraphim, however over time as they lost interest in the world they gave some of their control to the High Elves. With this power, the High Elves quickly became the dominant race of Ancaria. A power struggle is raging between two factions within the High Elves. The nobility and clergy are each trying to gain control over the T-Energy. Other races take advantage of the distraction the conflict provides and try to gain control of the T-Energy themselves, so they can become the dominant and most powerful race. As these events unfold, the T-Energy goes increasingly out of control and changes into a destructive force. A force that mutates creatures, destroys cities, and renders entire regions uninhabitable. The campaign selection you make will determine whether your story involves healing the land, or intensifying the chaos. Only the sheer number of quests, their good variety, and the way that the game constantly hits you with these rat-a-tat-tat errands keeps you interested. It's tough to get bored when you have over a dozen quests on the go. Still, the massive size of the map will occasionally annoy you. A lot of time is spent hoofing it from Point A to Point B to solve or wrap up quests, as the game's teleportation system is awkward and lacking in gates. Most of Sacred 2's character is actually provided through visuals and sound. This is a real looker, with gorgeous sylvan scenes that include flower-strewn fields, dense forests, and babbling brooks, along with mountain and desert terrain reminiscent of postcards. Character art and animation are equally superb. Many creatures in the game are given distinctive touches that separate them from fantasy archetypes. Kobolds here, for instance, are wizened gnomes with massive schnozzes, not the little lizard-goblin things of D&D fame. Earth elementals are muddy flying spirits. And even more generic fantasy monsters tend to show off at least one distinctive design element, such as the weird, spiky helmets on the skeletal undead. Audio adds even more personality. Background music and battle effects deal in the usual Renaissance fair string plucking and sword clashing, but the game also has a unique take on some of the tunes and the character voices. Part of the soundtrack consists of licensed songs from German hair-metal band Blind Guardian, most notably a title track so gloriously stupid that you can't help banging your head to the opening cinematic. Character lines occasionally consist of droll commentaries that break the fourth wall.

Each character class also comes with special abilities, and can choose a god at the start of the game that bestows an added attribute. The latter powers function a lot like souped-up smart bombs, and they take a long time to regenerate after being used. They all come with big-time pyrotechnics and effects that can instantly end battles against even the largest hordes of enemies. Loot drops can be scooped up with the single click of a button, making the after-battle cleanup a snap. Mounts can be purchased fairly early on in the game to crank up the offensive abilities of every character class. Many items come with penalties. The protection of better armor, for example, is often offset by how it slows down hit-point regeneration. Characters can fall through floors and get stuck in the scenery, or wind up jammed in apparently clear areas and then have to stagger through them like they're doing some kind of staccato mime routine. Enemies sometimes lock into an animation and continue to go through the motions of attacking even after they've been killed and can't actually touch you. Allied artificial intelligence is very screwy. Buddies with attacking abilities wander all over the place gooning packs of enemies best avoided. Even worse, friends without combat skills act as catnip for monsters. Multiplayer is a little wonky online. It can be really tough to get connected, as the servers seem to fill up pretty quickly during prime hours in both Europe and North America. There are different servers for each region, although you still tend to have to wait until the wee hours of the morning to be sure you can get in a game. The game also has a tendency to reject legitimate user passwords, preventing you from logging in. Although you've already seen just about everything that Sacred 2: Fallen Angel has to offer, the game is impressive enough that it seems more exciting and fresh than dull and familiar. It could use a patch to clean up some of the instability, and more efficient ways to move around the map. Although Sacred 2: Fallen Angel doesn't break any new ground, it does impressive work freshening up an old formula.

GAME REVIEW :-

7/10

Sacred 2: Fallen Angel Trailer :-

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