It's a combat-heavy RPG that offers a vast gameworld for you to explore and a giant's jockstrap full of quests to complete. On the surface, it's a fairly modest piece of design, taking all its cues from the hack 'n' slash genre perfected by Diablo and its ilk. But what it may lack in polish, it tries to make up for in sheer scale.
As sure as goblins shit in caves, your first choice, as in any formulaic fantasy RPG, is to select a character class.
A little thought is well spent here, as playing through the game as the brutal, hand-to-hand specialist Gladiator is very different from peppering folk with arrows from a distance as the Wood Elf. And there are much more unusual characters on offer here, one being the Vampiress. This blood lusty lady has a whole different set of skills available once night has fallen -summoning wolves, sucking life energy, that kind of thing.
Once into the world, it won't take you long to get the basics. Click the left mouse button to move, use or attack, and click the right to fire off a magic or special ability. Hotkeys can be used to switch between weapons and magic abilities, as well as to guzzle down potions.
A quick tutorial makes sure you're up to speed with all this, and then you're on your own, off on the first leg of your manybranched quest.
True to form, the scenario is not one that will leave you confused. An evil force is threatening the world, and wouldn't you know it, only you can stop it. This generally means speaking to someone, having that someone point you in the way of someone else and heading off in search of this second someone - who will no doubt have someone else in mind for you to have a word with. You get a little bit of text at each juncture, but nothing that would keep Tolkien up at night, and the central quest seems little more than an excuse to make sure you visit all corners of the lovingly created gameworld.
Along the way however, one of Sacred's strong suits comes into play - the sheer amount of side-quests. Every other farmstead, sheltered glade or remote villa seems to have someone loitering around with a job needing doing, and while these quests are often quite banal - wander off, kill a bunch of monsters, wander back again - they do give you some sense of freedom.
Sacred's take on fantasy is also nice and stereotypical, and sure to please the average Conan aficionado. There are beautiful, buxom warrior maidens wearing metal thongs and suspenders. Since almost everything revolves around you slaughtering monsters, the combat system is paramount. Aspiring to incorporate tactical nuances, Sacred gives you a number of weapon slots and magical power slots.
By assigning different combinations of weapons and powers to each, you can easily swap from using a sword and shield to a bow, and from your lightning spell to some healing magic. The idea is that you can quickly adapt to a situation, or adopt new tactics? Unfortunately, this doesn't quite come off.
At the end of the day, you tend to rely on your most powerful weapon and a couple of powers exclusively. And essentially, like most games in this genre, fighting is just a matter of holding down the left button to slash at your foes, all the while keeping an eye on your health bar and your magical energy replenishment, ready to fire off another spell or down a healing potion when the moment is right.
Still, the game does look pretty good when the blades are flashing. Your spells invoke all manner of heavenly energies, spewing magical fire, calling down lashing lightning and blasting winds at your foes. The high-res visuals manage to conjure up plenty of minuscule gore - look closely and heads are lopped off, blood gushing from between the shoulders and limbs are severed with similarly graphic consequences. It's just a shame that these little details are somewhat lost, when you and 20 foes are crammed into an area in the centre of the screen not much bigger than your mouse cursor.
Although Sacred confines your viewpoint to an old-skool isometric perspective with no flexibility in angle or rotation, it manages to summon up a set of visuals that are particularly easy on the eye. The environments are insanely detailed, each with its own distinctive feel, whether it be the footprints you leave behind in the sands of the deserts, the rain that lashes down in the forests or the bats that flap about in the catacombs.
And if your graphics card permits, the resolution reaches spectacular levels, meaning that even when zoomed in on the closest level, the minutiae in the scenery remains clear.
Despite these intricate visuals and environments however, Sacred doesn't convince that the world you're in is in any sense alive. For 24 hours a day, the traders and blacksmiths are still standing out front, ready for business. Some of them even allow their children to play outside through the night, which we find particularly irresponsible.
Enter any house, shop or even a Lord's chambers and you can rifle through any chests or boxes, nicking whatever you find and no-one will blink an eyelid.
One of the important elements of the character type you select in Sacred is to determine which of the various combat arts you're allowed access to. Combat arts are found in the game, either randomly or as treasure for completing certain quests, and allow you to do things such as attack several opponents at once, deal a serious blow to one opponent, or suck the soul from a creature for health. For the spellcasting heroes, these combat arts can include spells and spell-like abilities.
Certain NPCs are also capable of combining your combat art moves into combo chains for a small fee of gold. These combos allow you to easily perform several moves one at once, though the time the combos need to recover is long. When you find combat arts you can't use, you can exchange them for those you can.
Other than quest bugs, one of Sacred's most annoying problems is that the controls don't respond all the time. Sometimes you'll try to attack, but your character will just stand there, for reasons you can't determine. Other times, your combat arts just won't work, even when you've gotten them to work in the past. The game also seems to occasionally lose the last move of a combo chain after you've exited the game and restarted. Sacred includes a robust multiplayer element, including LAN, closed Internet, and open Internet closed Internet limits game options, but offers better protection against cheaters.
You can select cooperative play of the main storyline, or hack-and-slash and player-vs. Cooperative play is limited to four players, while the other two modes have a sixteen-player limit. The different game types are very enjoyable, and if you have a decent Internet connection or a LAN you'll find the game to be a much better experience than in single-player mode. As it stands, a patch has been released for the game, which you'll need to install in order to join current Internet servers although LAN play works fine if you all have the same version.
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