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Old 09-06-2008, 12:38 PM   #1 (permalink)
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Default Sacred 2 Preview

Sacred 2 Hands-on Preview (Xbox 360)

Console RPG’ers have to be impressed with the lineup of software that the Xbox 360 has available in 2008, and into early 2009. We’re talking about major endeavors from developers all over the globe; a far cry from what was available in the RPG genre, even over a year after the 360’s launch.

While some RPG’s such as Mass Effect or Fable are directly rooted in the console world, other highly anticipated role players are desired because of a franchise’s success in the PC world. The Elder Scrolls is a great example of this– it is little surprise that Oblivion has been a huge hit for the Xbox 360.

Many console RPG’ers have been waiting for the next Oblivion-ish PC port to arrive– and it appears is has– thanks in part to publisher CDV. Ascaron’s Sacred 2: Fallen Angel– the follow up to the award-winning PC original– will be hitting the 360 sooner than later.

Sacred 2: Fallen Angel is just about ready to go for the Xbox 360, although our current build is a bit older than the gold code. No worries; besides some final balancing and general fine-tuning, this pre-Alpha build of Sacred 2: Fallen Angel is good enough to explain why we can’t wait for this one to hit the shelves.


Seemingly designed for the Western style of RPG gamer, Sacred 2: Fallen Angel is a free-roam affair with a claimed twenty-two square miles (this is actually a 1:1 scale with real distance, not some game-derived distance) of territory to explore in the multiregional land of Ancaria. We believe this figure too, as we still haven’t gotten to “the end” with all of the questing that’s available; quite a feat considering that we’ve encountered nary a load pause during regional transitions. Special vessels, creatures that can be mounted and teleportation devices help users traipse around the expanse of Sacred 2: Fallen Angel’s environment, but you should still plan on having close to one hundred hours of game time to devote if the goal is to be all that you can be in the fantasy land of Ancaria.

Both the terrain and population of Ancaria are diverse enough to lure in those RPG gamers that have 100-plus hours in Oblivion…and counting. Regions specific to character classes (such as humans, orcs and trolls) are interspersed with lands similar to the various geographical zones of our planet earth. Jungle, marshland, desert, frozen tundra and water-locked regions create the kind of diversity that helps the time spent in marathon RPG’s fly by. Things are just as interesting when Sacred 2: Fallen Angel heads underground, as most regions have multiple layers of caves, dungeons and sewer systems.

The characters that populate Sacred 2: Fallen Angel are as varied as the robust lands of Ancaria. On the non-playable front, Ascaron is utilizing over one hundred A.I. profiles which definitely go a long way in helping Sacred 2: Fallen Angel feel fresh and persistent. Foes have been given similar treatment, with over one hundred variations to help keep repetition at a minimum. The reptile kingdom is one that is well represented in this lot of baddies, but the monsters of Sacred 2: Fallen Angel really run the gamut for an epic RPG. Not only will you be dealing with zombies, demons and huge bugs, but you’ll also have to fend off the aforementioned lizard people, and those REALLY big lizards known as dragons. And, of course, each and every brand of Sacred 2: Fallen Angel’s enemies attacks in a different way, or is impervious to certain types of offensive attacks. An intricate pack algorithm is also hard at work in the background when battles ensue. The system is based on morale: Lose the king of the herd and watch the pack cower with fear.

The playable characters of Sacred 2: Fallen Angel are as diverse as the NPC’s and beasts encountered during quest festivals. Six available characters (including an Egyptian, temple-guarding cyborg) are key players in Sacred 2: Fallen Angel’s overall storyline, but they are also tied to a certain deity which grants them their unique battlefield abilities. Each character is also assigned a unique mount which aides in both combat and movement about the expansive landscape.

Users can choose to go toward both the light side and the shadow side (good/evil) with all but one of Sacred 2: Fallen Angel’s player characters– the Seraphim. The Seraphim are the angelic watchdogs of Ancaria, and are purity incarnate. Seraphim can only choose a path of good; the other five choices, however, can be made into the polar opposite of Seraphim if so desired.

Developing one of Sacred 2: Fallen Angel’s six characters can be a mild or wild affair, depending on how deep the user wants to get into the experience. Fifteen slots are available for each character’s fighting “arts,” which are essentially core battlefield attributes such as magic use, swordplay, projectiles, healing etc. Arts can be discovered through exploration, via NPC bartering, or by visiting one of the local vendors.


With a thorough understanding of the effects of each of the fifteen slotted arts, a player can get by just fine in Sacred 2: Fallen Angel combat. Those that want to kick it up a notch will certainly have that option, however, as each of these arts can be modified with skills. Skills have the ability to fine-tune any art to the point that even characters with the exact same load-outs will fight in much different manners. From here, users can identify four of their best skills and make them available quickly via menu presets.

There’s also a special slot set aside for arts which last until the user toggles them off. These “always on” specials modify combat for the duration of the battle, and are often times the difference maker out there. One of the coolest examples of this is the Warrior’s fallen fighters who now attack as supernatural skeletons. They are always at his side, doing what they can to inflict HP damage.

Chaining together multiple attacks from a few different combat arts is the pinnacle of character development in Sacred 2: Fallen Angel.But as mentioned earlier, those that want to keep things basic can surely do so and still enjoy the journey.

We like the state of polish in Sacred 2: Fallen Angel, even in this pre-Alpha build. Visually, there’s enough diversity in both locales and characters to keep things fresh. The art direction is especially competent too; another sure-fire way of staving off RPG boredom. Character progression is also a highlight of Sacred 2: Fallen Angel, as it never feels overwhelming– that is, there’s never a feeling of guilt if you’re not spending hours in the inventory.

And then there are the innovative multiplayer portions of Sacred 2: Fallen Angel. We’re actually going to hold off on that for a separate article. We know, we know– what a tease.

Keep it here for much more on the promising Sacred 2: Fallen Angel.





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