Sacred 2 Initiation- Part 5 (final)

Posted by raddevon (437 posts) -

 

We took the escorts, but they were not mounted. No, wait! That's not what I meant at all!

 
We are through most of the growing pains with Sacred 2. From here on out, it is smooth sailing. Tonight, we of course did some more quests. Nothing much interesting there. Well, you might consider the time we had three different escort missions going at the same time a bit interesting. We sure did. Escort missions are among the most hated in all of gaming and with good reason. Most games that include an escort quest do not really have the AI to make the character being escorted seem as though he or she actually has a desire to continue living. This game, unfortunately, does not carve out an exception in that rule. Luckily, we only lost one of the escorts throughout the course of running around with three of them simultaneously. I think that's a pretty good average given the circumstances. We are now at 50% overall for escort missions--a fact I am not so proud of.
 
We also acquired our mounts today. It was a simple affair, but it seems like a milestone. I guess I was trained by WoW to think of mounts as something that only accomplished or powerful characters can obtain. Sacred 2 does not see it that way as we are sitting on level 12 in a game capped at 200. However, the psychological effect is the same. I feel like a fucking badass! The mount is also pretty special. Rather than simply making your travel speed a little faster, the mount gives your character more health when he is riding and replaces your skill slots with horse-specific skills depending on the type of horse you purchase. We chose our horses based solely on the number of new skills afforded to us leaving us each with a couple of chargers. I should note that the mounts replace all of the character's skills except the basic attack meaning you will have to dismount to regain use of your badass spells.
 
Quest marker anomalies continued and occur for quests other than just the one I mentioned previously. We finally found the Pesky Pirate quest. It was in neither of the locations marked on the minimap, but, as I approached the second location, the true location on the map was revealed. The game has quite a few minor bugs, but, if they could somehow patch this one out, the others would be very easy to overlook. Traveling across the map to find that the quest marker has moved from the location to which I traveled is very annoying.
 
Aside from this, Sacred 2 is the perfect evolution of the Diablo formula. It is obvious the developers have taken the foundation of Diablo and learned the lessons of World of Warcraft all the while adding their own flair to create a fantastically addictive and rewarding single-player game. It is a game I now look forward to playing on a nightly basis. Its most unique and alluring quality is that it is a game my wife and I can both play together. The last game we really enjoyed together was Resident Evil 5. Now, this seems to have a similar appeal although they are completely different games. The game also makes me pine for Diablo 3 but not in the way you might think. I'm not thinking to myself, "Wow. I really wish Diablo 3 were out so I could play it instead." It's more like, "I'm going to play the shit out of this. Then, when Diablo 3 comes out, I will get to pick back up with a similar experience!"
 
Although this is the final post in the series, it is entirely possible I may revisit Sacred 2. If that's what you like, keep your eyes here. I also intend to have other cool stuff filling this space. Thanks to everyone in the community who has been commenting and talking back. It keeps me motivated to hear what you think be it negative or positive.
#1 Posted by raddevon (437 posts) -

 

We took the escorts, but they were not mounted. No, wait! That's not what I meant at all!

 
We are through most of the growing pains with Sacred 2. From here on out, it is smooth sailing. Tonight, we of course did some more quests. Nothing much interesting there. Well, you might consider the time we had three different escort missions going at the same time a bit interesting. We sure did. Escort missions are among the most hated in all of gaming and with good reason. Most games that include an escort quest do not really have the AI to make the character being escorted seem as though he or she actually has a desire to continue living. This game, unfortunately, does not carve out an exception in that rule. Luckily, we only lost one of the escorts throughout the course of running around with three of them simultaneously. I think that's a pretty good average given the circumstances. We are now at 50% overall for escort missions--a fact I am not so proud of.
 
We also acquired our mounts today. It was a simple affair, but it seems like a milestone. I guess I was trained by WoW to think of mounts as something that only accomplished or powerful characters can obtain. Sacred 2 does not see it that way as we are sitting on level 12 in a game capped at 200. However, the psychological effect is the same. I feel like a fucking badass! The mount is also pretty special. Rather than simply making your travel speed a little faster, the mount gives your character more health when he is riding and replaces your skill slots with horse-specific skills depending on the type of horse you purchase. We chose our horses based solely on the number of new skills afforded to us leaving us each with a couple of chargers. I should note that the mounts replace all of the character's skills except the basic attack meaning you will have to dismount to regain use of your badass spells.
 
Quest marker anomalies continued and occur for quests other than just the one I mentioned previously. We finally found the Pesky Pirate quest. It was in neither of the locations marked on the minimap, but, as I approached the second location, the true location on the map was revealed. The game has quite a few minor bugs, but, if they could somehow patch this one out, the others would be very easy to overlook. Traveling across the map to find that the quest marker has moved from the location to which I traveled is very annoying.
 
Aside from this, Sacred 2 is the perfect evolution of the Diablo formula. It is obvious the developers have taken the foundation of Diablo and learned the lessons of World of Warcraft all the while adding their own flair to create a fantastically addictive and rewarding single-player game. It is a game I now look forward to playing on a nightly basis. Its most unique and alluring quality is that it is a game my wife and I can both play together. The last game we really enjoyed together was Resident Evil 5. Now, this seems to have a similar appeal although they are completely different games. The game also makes me pine for Diablo 3 but not in the way you might think. I'm not thinking to myself, "Wow. I really wish Diablo 3 were out so I could play it instead." It's more like, "I'm going to play the shit out of this. Then, when Diablo 3 comes out, I will get to pick back up with a similar experience!"
 
Although this is the final post in the series, it is entirely possible I may revisit Sacred 2. If that's what you like, keep your eyes here. I also intend to have other cool stuff filling this space. Thanks to everyone in the community who has been commenting and talking back. It keeps me motivated to hear what you think be it negative or positive.
#2 Edited by TheMustacheHero (6655 posts) -

Sorry this is kind of random, but is it possible for 2 people to have their own unique characters if playing splitscreen? Or will the second player always have some sort of bind to the first player's choices?

#3 Edited by raddevon (437 posts) -
@TheMustacheHero: Keep in mind that this response is based on my still limited experience with the game as well as my interpretation of your question.
 
It appears the only real choice that affects the game is the initial choice of light or shadow. Other choices made throughout the course of the game are trivial to the point I have played. There is no system of moral choices a la Fallout 3 or inFAMOUS. This game has a much more straight-forward structure.
 
Is that at all what you are asking?
#4 Posted by TheMustacheHero (6655 posts) -
@raddevon: Well I was thinking more along the lines of customization and classes.
#5 Edited by raddevon (437 posts) -
@TheMustacheHero: Also, I should say that the multi-player is not split-screen. The players share a single screen. This is something of a double-edged sword. It's nice to have the whole screen to look at, and it makes the party feel like a unit, but it can lead to frustration as on player can keep another from moving. Both characters must remain on-screen at all times.
#6 Posted by raddevon (437 posts) -
@TheMustacheHero: Character classes and customization are totally independent with the exception of two classes: the Seraphim and the Inquisitor. Since the Seraphim can only choose light and the Inquisitor can only choose shadow, these two classes cannot coexist in a single multiplayer game.
 
In our playthrough, we have also just reached the point of receiving class-specific quests. We are playing different classes, but we have only received one class-specific quest. This leads me to believe that each game receives one class quest-line based on the class of the player who started the game.
 
Hope that helps!

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