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It's tough to get bored when you have over a dozen quests on the go. 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. Just when you think you're going to finally find out what the deal is with the elves and the T-Energy going nutso, you're instead hit with another apparently random assignment to find rare herbs for a potion, search a graveyard for a lost chicken, find somebody's missing spouse, kill a bunch of undead, or whatever. It's as if the game is constantly building toward something, but never gets there. Running around handling tons of quests is always in the forefront, which gives everything a hectic, odd-job feel. But beyond that, nothing is given any serious dramatic push.Īt least the game keeps you busy. You can figure out on your own that problems are brewing with the High Elves and T-Energy, a glowing blue substance pumped all over the land in what look to be oil pipelines, and hone in on the main story by forgoing side quests for plot-oriented ones (which is easy to do as side quests are marked with gray circles on the map and story quests are marked with orange ones). The main plot isn't well laid out at all, particularly in the beginning. Bad things are going down in the D&D-style land of Ancaria, and you play either the noble hero who can set everything right in the light campaign or the evil villain who can wreak even more havoc in the campaign of shadows.
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This, plus a decidedly offbeat sense of humor and great multiplayer support, makes the game stand apart from the pack.ĭungeon crawls in Sacred 2 are relatively rare, but always dramatic and spooky.Īs usual with clickfest role-players, there isn't much here in the way of plot.
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While the new game hews closely to the modus operandi of traditional hack-and-slash role-players, it offsets the lack of innovation with a monster-slaying rhythm guaranteed to hook you so thoroughly that you might as well have been hypnotized. But this isn't just another paint-by-numbers take on the fast-clicking genre that gave too many of us carpal tunnel syndrome. That formula is followed to a tee in Sacred 2: Fallen Angel, another action-first RPG you can toss onto the pile atop Diablo, Titan Quest, and the first Sacred, now more than four years old. Most of these issues were remedied by quitting and reloading the game, but they were a nuisance when they arose.Hack. Occasionally, the direction indicator that points to the next main object disappeared completely. In one instance, a crucial item required to proceed in the main quest was not where it was supposed to be, making it impossible to proceed. Sometimes clicking on people to speak with them had no effect whatsoever, and certain actions would yield sounds but no visual or gameplay effects. There are times when the pop-up map disappeared completely, making it damn tedious to navigate. One of the downsides, which will likely be fixed with patches, is the game's general bugginess. Also, the characters, monsters, and other elements look excellent. All of the terrain is packed with detail and different regions have their own unique climates, inhabitants, and land features.
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Navigation in the overworld is seamless, and load times during transitions to the underground are very brief.
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None of the areas are randomly generated, and the entire map (not including the numerous subterranean dungeons littered here and there) spans over 22 square miles of real-world distance. The size and scope of the land of Ancaria is truly impressive.