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If
you're an avid PC gamer then the chances are you'll have heard of
an action RPG by the name of Sacred,
which came out back in 2004 and soon garnered a strong fanbase and
online community, who are still playing it three years later. So
we jumped at the chance for a demonstration and hands-on look at
how the highly anticipated sequel, Sacred 2: Fallen Angel, is shaping
up for its release in March 2008.
Even
though there are still a few months to go, the first thing that
struck me about Sacred 2 is how gorgeous it's already looking. Action
RPGs are generally viewed from a pseudo overhead angle to get a
broad view of your surroundings as you hack and slash your way through
hordes of foes, so the temptation can be not to worry too much about
how things look when you zoom right in - however, Ascaron haven't
even slightly given in to this temptation. It's no exaggeration
to say that the developers have crafted a truly beautiful, living,
breathing world to venture through; wherever you look there is movement
and life, and even when the characters are standing still you can
see their bodies moving as they breathe and stretch while waiting
for you to put them into action. Individual strands of grass sway
in the wind, as do the trees, which look completely natural and
their real-time shadows enhance this effect no end.
Sacred
2 is a true sequel - everything in the game and graphics engines
has been created from scratch, and the end result is a mightily
impressive and varied landscape. We began our virtual tour with
a look at one of the returning character classes, the Seraphim,
and watched in amazement as developer Jens Eischeid zoomed right
in so that her body filled the screen and we could see that she
sported enough detail to put the average third person action character
to shame. A number of different armour sets were shown to us, each
of them distinctive and unusual, an array of incredibly cool-looking,
colourful and well-conceived designs, as well as the ability to
mix and match at will to create a truly unique look for taking your
avatar online. Your only limitation is how much you can fit into
the grid-based inventory, where all your possessions are stored.

Even
more impressive was the sabre-toothed tiger that serves as the Seraphim's
exclusive mount in the game, its tail swishing gently back and forth
as it waited patiently to be guided around the level. A big hit
with fans of the original, the mounts have returned with gusto for
Sacred 2, with options to customise them and outfit them with a
range of armour and weaponry, each of the six character classes
having their own unique mount. Not only this, but you can learn
skills and special attacks for your mounts, giving you even more
options for wading through the bad guys that are determined to send
you to an early grave. We got to see two of the mounts, plus the
default horse you begin with, and the new Shadow Warrior's Hellhound
looks amazing, reminiscent of the red-eyed beasts from Ghostbusters
in build and movement, hopping around the level like a fearsome
powerhouse.
The
already picturesque landscapes have been further enhanced by some
wonderful effects, including a day/night cycle that was a wonder
to behold in fast motion, as we watched the shadows of the trees
and characters changing position, the light fading to give way to
moonlit night, then back to day again. This isn't just eye candy
either, as NPC routines change depending on the time of day and
certain enemies, like werewolves, only come out at night. Then there's
the wind, blustering through the landscape, causing trees sway to
markedly and sandstorms to be whipped up in the desert. Possibly
the best of the bunch though is the rain effect, which is the most
realistic and wonderful looking rendering of rain I've ever witnessed;
characters and the landscape get wet, while the individual droplets
can be seen impacting on the wonderfully fluid rivers and lakes.
Further life will be brought to the final build with the inclusion
of birds flying around, fish swimming in the rivers and mammals
like rabbits hopping about the place.
The
game world itself is huge - fifteen square kilometres of territory
to explore, which is divided into twelve themed regions including
desert, mountain, icy tundra and jungle, with villages and towns
for the various races like the High Elves and the Medieval level
humans to explore. To give you an idea of just how huge it is, running
non-stop from the top left to the bottom right of the game world
would take approximately six hours! Even more impressive is that
the world of Ancaria is fully streamed, so you won't see a single
load break or even be aware that the next sections are loading in
as you approach them. This includes buildings, and I was impressed
as the Seraphim was guided into a house, its roof fading away to
reveal her walking straight inside to ransack it (some RPG traditions
never change, I'm glad to say!) The levels are multi-tiered too,
so when you're high up you might spot an area down below in the
distance that you want to find your way down to and explore.

Confident
in the mythology and history established in the original, Sacred
2 is actually a prequel that takes place 2000 years before the first
game. And while the emphasis is firmly on the action, much care
and attention has been given to the story to ensure that you will
be spurred on as the plot unfolds and you guide your character through
the unique role they play in the tale. The story revolves around
T energy, which has been harnessed by the High Elves - however,
they have abused it and now it's infecting the land, mutating the
native wildlife and bringing chaos to the realm. There are two campaigns
to play through - in Light it's your job to defeat the reigning
High Elves and restore order to the land, while in Dark your aim
is to harness the power to your own nefarious ends and take over
the world, which will be sure to keep your inner megalomaniac very
happy!
Adding
real depth to the setting, there's an individual storyline to follow
for each of the six character classes, some of which can be played
through in both campaigns from two different perspectives. For example,
the Shadow Warrior is an undead human slave who suffered through
life at the hands of the High Elves and couldn't even be left to
die in peace after they resurrected him. So his tale can go either
way - he can either embrace the darkness within him and take the
dark route, or rebel against his former captors and set out to put
an end to their misdeeds once and for all. The stories and quests
for the different characters, which have been constructed by a team
of professional writers, will intersect at various points as you
progress, and the tally of main quests, side quests and character-specific
quests is over 650 in total (and counting!) Suffice to say, the
amount of variety and depth to plunder is staggering, but fortunately
the quest log returns, listing all your currently active quests,
which you can complete in any order, diverting from one side quest
to go off on another that you've just discovered, should the mood
take you. Ascaron's commitment to creating an expansive and open-ended
gaming experience is impressive to say the least, even more so for
an action RPG, with the potential to rival or even excel the mighty
Oblivion.
This
commitment is most apparent in the variety and customisation on
offer with the character classes. Each of the six classes have three
'aspects' and each of these aspects has a range of combat styles
and powers, many of which promise some awesome special effects,
allowing you to focus on just one aspect or mix and match elements
from two or all three of them to tailor the experience to your own
preferences. Emphasis is well and truly on crafting a character
that not only looks unique, but plays unique too, making for almost
unlimited replay value and allowing you to play through the game
multiple times in the same class and have a very different experience
each time. Ascaron's philosophy is that your character is the most
important aspect of any RPG and they are most certainly practicing
what they preach.

The
enemies you'll be unleashing all hell upon are just as varied as
your character options too, with many different types to be found
in each of the twelve regions, which come complete with their own
bosses. In the hands-on multiplayer mode I was slicing down goblins,
creepy-looking giant spiders, phantoms, floating flame monsters,
wolves, wild boar and more, all in the same expansive area. We got
to see a couple of the huge bosses too, which unashamedly take a
cue from Lord of the Rings, like the Balrog-inspired Fire Demon
and the Watcher-like Giant Squid, whose tentacles flap and sway
with unnerving realism. Experimentation is encouraged, as you try
out different combinations of techniques and powers to discover
the best ways to exploit the weaknesses of different foes.
There's
no disputing Ascaron's commitment to their fanbase either; they've
conducted extensive market research and collected feedback from
fans, incorporating many of the suggestions and ideas for what Sacred
lovers want to see in a sequel. They're even collecting jokes and
humour to scatter liberally into the mix, an aspect of the original
that they're keen to retain, in order to round out their world with
some light-hearted antics. As an example, the only motion capturing
in the game is from the real-life band Blind Guardian, who feature
in a side quest where you must retrieve their stolen instruments!
Everything else has been hand animated, an approach that Ascaron
feel is the best one, and the results are impossible to deny.
Another
impressive undertaking in Sacred 2 is the adaptive AI - we didn't
really get to see this in action yet, but the game will adapt to
your playing style and the number of people you're teamed up with
to keep the level of challenge as consistent as possible. Enemies
get tougher as you level up and get stronger, while they will increase
in strength and number when you are accompanied by other players
or charging into battle on your mount. Not only this, but NPCs,
who each have their own complex, separate lives, will react differently
to you as you progress as a character; the way they treat you early
on in the game might be quite different to their reaction later,
as you gain notoriety for your deeds, or misdeeds. There are almost
200,000 words for the NPCs alone, so the incentive to interact with
them is high and repetition shouldn't be an issue.
On
the multiplayer front, Sacred 2 is perhaps at its most impressive.
As Director of Publishing Heiko tom Felde explained, Sacred 2 only
has one build, and that is multiplayer - in other words, even when
you're playing alone, you're in a multiplayer game for one. In practice
this means that a friend can come and join you at any point in the
game, teaming up to help you take down that tough boss, gaining
experience alongside you and splitting the spoils between you. Then,
when they've got to go, they just leave and you carry on alone.
When you consider that the whole game can be played through by up
to six players in co-op, the potential for team fun and camaraderie
has never been higher; this alone should be enough to make Sacred
2 a surefire hit with online gamers. There are Player versus Player
modes too, where you can enter an arena for a head-to-head duel
or a multiple combatant battle, with other gamers able to watch
the fight and even place bets on the outcome using in-game currency!
Take it from us, this is going to be big online.

And
not just on the PC either - while most of what we saw was from the
PC version, we got to view the Xbox 360 version in action too and
it's looking just as luscious as its computer sibling. Sacred 2
on 360 has been developed to make use of all three core processors
and maximise the power and potential of Microsoft's off-white wonder,
and all the multiplayer modes of the PC will be available over Xbox
Live too. It's a slight shame that cross-compatibility between PC
and Xbox 360 isn't on offer, but when you realise that Sacred 2
has been in development since before Sacred was released (even then
the initial designs were underway!) you can understand that the
technology arrived too late into development to be incorporated.
There's nothing else like this on 360 at the moment and I have the
feeling that Ascaron are about to discover a big, untapped market
in the console arena for action RPGs, especially ones that look
this good, have this much depth and have such revolutionary multiplayer
features.
The
only real differences in practice between the 360 and PC versions
are the camera, which is going to be more 'over the shoulder' than
'bird's eye', and the control system; while we didn't get to see
this in detail, the face buttons and d-pad are used to map actions
and attacks quickly and easily for instant access, a system that's
looking promising. Visually there will be some unique graphical
effects on the 360 version too, thanks to its uniform spec and those
three powerhouse processors. And speaking of powerhouses, you won't
need one to play the game on PC either - the graphics are fully
scaleable and only require a Pentium 3.1Ghz and GForce 4 or equivalent
with 128MB VRAM as minimum, so there's no need to worry about forking
out for a fancy upgrade if you've bought your PC within the last
two or three years.
After
the presentation, we had a brief encounter over LAN, a four-player
game where you have five minutes to kill as many enemies as possible,
then face-off in an arena against each other. Given the time constraints
it was all a bit of a hectic click-fest to try and keep the leading
score, but the controls are responsive and intuitive and the gameplay
is instantly fun and accessible. I only got a taste of the game,
but it has me salivating for the full experience and March 2008
can't come quickly enough!
I
can honestly say that I'm very excited about Sacred 2: Fallen Angel.
Ascaron's commitment to excellence and innovation is commendable
and the end result is a labour of love that promises to be the very
best of its ilk. Beneath its gorgeous, accessibly simplistic exterior
beats the heart of an endlessly varied and deep gameplay experience
that I cannot wait to get my hands on, even if it does mean cancelling
my life for about the next two years! Watch your back Diablo - Sacred
2 is looking devilishly good!
Previewed by Geoff Holland for AceGamez (All Rights Reserved).
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