Sunday, January 11, 2009

Sword of the Stars: A Murder of Crows - PC Review



A "stellar" series:

I think it is only fair, as a preface to this review, that I publicly state just how much I love the Sword of the Stars series (hereafter SotS). Professional reviewers criticized the original SotS for its rather shallow turn-based section - devoid of diplomacy, trade, or the micromanagement of planet development - and complained about the tricky RTS tactical battles - with "realistic" inertial effects, a relatively unintuitive need for Command and Control Ships, and complex weapon firing arcs. I saw, however, an elegantly simple strategic mode focused wholly ship building, economic development (to build more ships), and technological research - you guessed it - to improve ship components. I felt that the tactical real-time battles, while at first difficult to learn, held a complexity that (red) dwarfed even Medieval 2: Total War. Sure, the game was 98% focused on war, but this didn't mean the game was not worth playing, on the contrary, it was a down-and-dirty brawl with few distractions. I felt that the unfavorable comparisons to Master of Orion 2 were spurious, SotS was never intended to be a MoO2 clone. Instead, SotS played more like the classic game Stars!, a turn-based game that also focused on ships and warfare and eschewed MoO2's Civilization style building up of planetary infrastructure for simple slider bars - something that SotS copies well. SotS stood out from the pack for its inventive races, each with their own unique strengths and weaknesses, methods of ship propulsion, and slightly different tech trees (which are randomly generated each game with different percentages for certain techs to be available for each race). The writing for the games was all done by the talented Arinn Dembo, whose imagination is only eclipsed by her excellent writing skills. To top it all off, some of the voice talent was done by Toren Atkinson, one of the front men of a band dedicated the writings of H.P. Lovecraft.

Predictably, the release of Born of Blood (hereafter BoB), SotS first expansion pack was highly anticipated by its fans, myself included. BoB revolutionized the SotS system, adding rudimentary diplomacy, a deceptively simple trade system, and most notably the Zuul, giant patriarchal muskrats with telepathic males and burly females with giant claws and armor rending teeth. The Zuul were gruesome, evil, and bloodthirsty. Their ships were massive weapons platforms "duct-taped" to engines and barely hanging together as they pummled their enemies. The new tech in BoB improved SotS tremendously, almost providing a completely new gaming experience. Most of the remaining issues with the real time combat were gone, patches and the expansion allowed for selective weapon targeting, the showing of firing arcs, 3D pivoting on the 2D map, and cleaner ways to control large groups of ships (and the battles in SotS can contain dozens of ships, with literally hundreds waiting to enter as reinforcements). The changes made in BoB managed to convince many, who had dismissed SotS upon a cursory playing of the demo or a glance at the mediocre reviews, to happily join the fold of ravaging space-muskrats looking for their "biological" parents (the Zuul are a bioweapon deployed by a yet unknown race).

AMoC Time:

So now we arrive at A Murder of Crows, lovingly referred to as AMoC among those "in-the-know." The question on mosts fans mind is, "will AMoC live up to the hard-t0-fill shoes of this "blood" brother (man these puns are getting worse)?" Well, here is the definitive answer folks - sorta kinda.

AMoC, like BoB, continues to add slightly more complexity to the still relatively streamlined gameplay of BoB and SotS (Born of Blood is required to run AMoC, or at least the newly released Gold Edition). From a storyline standpoint, the original SotS was about Empires expanding and forming, BoB was about Empires shoring up their defenses and creating frontier settlements, with AMoC as the "next step" in the SotS evolution. Frontiers are beginning to civilize, civilians are moving into these formerly frontier planets, trade lanes are becoming well-traveled, independent settlements have formed outside of official imperial boundaries, and the races have begun to spend more time trying to understand each others' language and culture before lancing them with phased light particles.

In gameplay terms this means the addition of a population manager and xeno-culture technology tree to simulate the new influx of civilians and "peace-love-and-understanding" between the races. Formerly, the language techs (added in BoB) were only required to make non-aggression pacts and alliances with the enemy, doing little else and often ignored for newer, shinier torpedo techs. In AMoC, however, the new and fully fleshed-out xeno-culture tree plays a very important role in both diplomacy and warfare. Formerly, the only ways to take over an enemy planet was to eradicate the enemy and colonize it with your people or shoot the enemy with a very specialized "conversion" plague that switched their allegiance over to you. In AMoC, populations are now split up upon planets - numbers for Humans, Liir, Tarkas, Hiver, Zuul, and the new Morrigi, are all individually calculated. This means that, if you are playing as the humans, you can now invade a Hiver world and continue to have Hivers living on your newly conquered planet, conferring their particular Hiver bonus to production for that planet. To do this, however, you have to have reached a certain level of the new xeno-culture techs that allow you to assimilate and accommodate these carapaced new citizens. Once you have these techs, you can set the numbers of Hivers (or whatever race) you want to allow to live on your planets (one new tech even allows you to "proliferate" enemy races to your other worlds) and decide what way to terraform the planet to best please whatever races are living there. This is all done with the aforementioned population manager and a simple set of sliders. Further, the xeno-culture tree isn't all about tolerance and breeding foreign sentient bugs, the higher levels of tech allow you to demand the immediate surrender of foreign planets, if your invading force is large enough, without firing a single shot. This was a much needed addition, as the final stretch of "kill, hunt, kill, hunt, kill" to root out the remaining colonies of a losing race was one of the least interesting aspects of SotS and BoB.


The xeno-culture tree is not without its flaws, however. Like I said, these are important techs, but each one of these you spend 6-12 turns on is a weapon tech or an industrial tech that the AI (or a human opponent) is researching. Further, to "force" the need to research these xeno-culture techs, Kerberos has added "independent planets" to the game. These are basically one planet "minors" that are populated by one of the game's major races. Upon finding these worlds, they will be unclaimed and protected by only a small ring of light satellites. If you have the proper race incorporation technology, you can instantly claim the colony, which will have a decent civilian population and infrastructure (as well as be terraformed to that race) but will have low industrial output while your imperial population slowly grows. This is, in theory, a good system, but in practice I have found it a tad unbalanced. In last game I played, I found about five of these independent worlds, of my own race, right in my backyard. This allowed me to grow my empire without having to build colony ships, spend money terraforming, or do anything more than send a small scouting party. However, the AI's luck did not fare so well, and it did not have many of these "free" colonies near it and so it fell behind in the colony race. In contrast, I played a game where I did not get any of these at all, and the AI got several. Because colonies provide money and industrial output for ships and tech, this "luck" based method of getting free colonies can create a very skewed match. I have yet to find a way to turn these independent colonies off in the game creation utility - so it certainly pays to scout far and wide as soon as possible to find your lost brethren.


This game is for the birds...

Obviously, one of the major highlights of the new expansion is the inclusion of the strange and mysterious bird-race, the Morrigi. Called "the Crows," the Morrigi are apparently an ancient race that chose to evolve into some sort of cross between a large raven, and a 13-year old girl's vision of a "pretty fairy dragon." The Morrigi are a stealth and "trickery" based race, or so the manual and product description says. To me, they seem more of a "run" and "pelt from afar" race, who rely upon fast tactical drives, mines, and primarily drones - the SotS term for carrier-based fighter ships. The addition of carrier-based fighters, something fans have been calling for since the first patch, and something actively resisted by the Kerberos development team since said patch, seems to fit perfectly with the Morrigi. The Morrigi rely upon large numbers, like the Hivers, but their ships are fragile much like the Liir. Most of the Morrigi ships are also outfitted with, and try not to laugh, generous rear firing arcs so that they can tactically retreat, screening the enemy with mines and drones while firing backwards. The Morrigi's ship drive relies upon this "numbers" strategy as well - the more ships you have in a fleet, the faster the Morrigi fleet will go.

I found the Morrigi to be quite a challenge to play. Their tech development seems faster than the other races, but the fragile nature of their ships and the hit-and-run tactics were not particularly to my liking. Other players will certainly like these aspects, but even fully shielded and with the addition of more armor, Morrigi ships are torn through like paper, even against technologically inferior foes. The tactical battles occur fast and furiously enough already, making the Morrigi so weak means that you are constantly having to manage incoming reinforcements while attempting to keep key ships alive by firing and moving. Compare this to "staight at the enemy strategy" of the heavily armed and armored, but tech-poor, Hivers and you get a different and much more hands-on battle. Some will like this, but I am still trying to overcome the Morrigi's learning curve. Even so, the Morrigi are nowhere near as interesting aesthetically, play-wise, graphically, or strategically as the Zuul, and they don't draw the player into their twisted and warped philosophy for universal dominance like BoB did. Perhaps this is just me, and certainly others might find them just as outstanding, if not more, than any of the other races available.



Drones are also a little less exciting than one might think. Obviously, large swarms of drones can be devastating to enemy ships, particularly when they are armed with the new persistent-firing small beam weapons (yes they DO look like the Shadow Fighter weapons in Babylon 5!). Still, drones are weak and can't seem to be controlled by the player (I am assuming they attack the ship that I have the carrier target), which is a little odd for a combat system that allows the player to target specific spots on enemy ships (you can target weapons and blow them off, for example). I would think that drones should be the perfect surgical tool to take out enemy weapons or engines, rather than just an annoying swarm that fires upon any section of the ship it is near. Maybe I am not using them correctly, which is a distinct possibility.

That last statement brings me to the biggest criticism of AMoC, and the SotS series, in general. The gameplay is only simple in the most shallow of levels. Underneath the initial impression lies a game full of options where one false move can spell slow death due to economic, technological, or military stagnation versus your foes. The RT tactical battles hold a plethora of mostly undocumented manuevers, weapon uses, and mechanics. For example, I was just informed by Sepiche, a poster on Octopus Overlords, that placing ships in the shadow of a planetary asteroid will disrupt the lock of planetary and ship-based missiles! I have been playing this game since it released, and I had never seen that happen, and each game I feel like I learn more and more about the combat system. Now if you are an avid forum-reader or frequent fan-made wikis, then you can read up on all the undocumented tactical and strategic "surprises" available in the game, and get a more indepth account of the difference between the races in terms of ship armor placement (Tarkas have more in front, Morrigi more in the back), race production and research modifiers, as well as a slew of other things you won't find in the manual or on an in-game tooltip. In many ways, each tactical battle is like the Kobayashi Maru, a trial by fire to train you in new and sometimes unorthodox ways to fight. I can understand having the player discover some surprises by themself, but sometimes having a litte documentation and hand-holding can certainly help new players build their own inventive strategies.

The Morrigi and xeno-cultural techs are the major additions, but they are only the tip of the iceberg of a host of smaller tweaks and techs added by AMoC. Each race benefits from the addition of huge space stations, which augment trade, research, and ship command, depending upon which is built at the planet (and which require specialized construction ships to create). Many new weapons are added, particularly to the mass driver line, including a shotgun driver, a long range "sniper" mass weapon, and a cool rapid-fire "Gatling" driver. There is a new planetary morale system that requires a bit of babysitting, lest your planets revolt - but the system requires the micromanaging of planetary population limits and breaks with the more elegant "hands off" design scheme of the previous two iterations of SotS.


Second star on the right, and straight on till morning:

In summation, AMoC brings a lot to the table, but it isn't quite the tummy-rubbing meal that was brought by the Zuul (ugh, bad analogy, I would hate to see their meatloaf). Many of the additions should have been present in the series at the beginning - surrendering enemies and drones - and others add complexity that, while fun and able to breath new life into an aging game, also break the original and simple initial design. Obviously, this was a dangerous balancing game. With critics complaining about the "shallow" nature of the game and fans loving the elegant lack of micromanagement, Kerberos had to do something to please old fans and attract new ones. However, their effort ended up pushing the game just ever so slightly into the realm of being too much micromanagement, and heightened the already large learning curve with more, mostly undocumented, features. The mystery of exploration and tension of heated battles are still there, however. Each new planet might bring bizarre random events, each new turn could herald the arrival of a new and massive galactic threat (which is best if not spoiled) and, while not dark and ominous as BoB, AMoC chose the more complicated civilized path to bring a rewarding expansion for one of he finest space epics available.

Benediction:
Score - 8.0/10
Pros: Loads of new techs make for more to discover, the addition of planetary surrender, space stations, and drones. Tactical battles still some of the best in the RTS market. Races have a lot of personality and the writing is excellent (added race descriptions to race choice screen).
Cons: Simple SotS gameplay bogged down by micromanaging planetary morale, trade lanes, and alien populations. Some of the game's coolest aspects remain undocumented and require the player to "stumble" upon them, increasing the learning curve. Morrigi are not quite as interesting as the Zuul where, and require overly hands-on tactics. Graphics are starting to show their age, particularly the ship textures.

Nota Bene:
In regards to the AI, none of addressed the relatively poor performance during tactical battles. The AI still doesn't use some kinds of weapons frequently, if at all (such as corrosive missiles) and tends to prefer to "put ships in eschalon and full bore into the player's ranks." Thus the AI can be tricked by skilled players, and isn't particularly cunning. However, the strategic AI is much better, as it is efficient at maximizing its production and research, in scouting widely and well, and in creating HUGE fleets (although it doesn't take much advantage of repair ships). The game is build around, and really created for, multiplayer. However, living up to my name - Eremite means hermit - I haven't ever played SotS against another human being.

Also, it should be noted, for those that don't know, there is an auto-resolve button that quickly resolves battles without the need to play the real-time portion. The results are not as good as playing the battle out yourself, but they tend to be reasonably accurate with a higher rate of casualties. The game length is usually about 8 hours to much longer, around 20 hours for a match (if you set a high number of starts, default tech and economy rate, and a large number of players).


Thursday, January 8, 2009

Chicken Cacciatore Recipe


For my first recipe, I figured I would choose one of my best tasting and relatively easiest recipes - my signature Chicken Cacciatore. I took part of this recipe from The Joy of Cooking, but I found their version to be a bit tasteless, so I spiced it up a bit. Anyway, I hope you all enjoy!

Ingredients:
  • 3-4 Large Chicken pieces of your choice (I prefer thighs and breasts) - preferably with the bone and skin for flavor
  • 1/2 Box of pasta of your choice (we use Penne or Spiral)
  • 1 can of tomatoes - 24 ounces (can be diced, crushed, or whole, make sure it is NOT tomato sauce)
  • 1 small can of tomato paste
  • 1/2 cup of red wine
  • 1/4 cup of balsamic vinegar (this should be approved by Modena and be good tasting, don't skimp here)
  • 1 large onion
  • 2 cloves of garlic, diced
  • 1 tin of anchovies (or 6 anchovy fillets) - packed in oil - drained
  • 1-2 dried bay leaves
  • Dried rosemary, thyme, and sage (or dried Herbes de Provence)
  • Shot glass of Vodka
  • Extra Virgin Olive Oil
1. Dice the onions, garlic, and cut the chicken pieces to fit your pan (best to use a deep pan or even a large pot). Add a little oil to the pan, turn on to medium-high heat and begin cooking your chicken pieces. You do not need to fully cook the chicken, just brown them a little on each side (braise them) and get the chicken drippings into the pan. Once the chicken pieces are browned, remove them carefully from the pan to a plate, cover, and reserve.

2. Without removing any of the chicken grease from the pan, lower the heat slightly and add the tin of anchovies (six fillets works well, but vary this to taste). Even if you do not normally like anchovies, they add remarkable flavor to this dish and they will not taste the same as they do raw, rather they add natural salt and a rich undertone to the tomatoes. Learning to use anchovies has been one of the best skills in my cooking. Let the anchovies disintegrate, mixing them into the oil with a spatula or spoon until they form a grey-brown paste in the oil. Add your garlic to this paste, let it brown slightly, about 30 seconds, then add your diced onion, the bay leaves, and about 1 tablespoon of Rosemary and Thyme (crushing them with your fingers as you drop them in) and about 1/2-1 teaspoon of sage. I actually just toss the herbs in without measuring them - but you can put them in to your own tastes. Be careful, a little goes a long way.

3. Cook the onions and the herbs, being sure to scrape up any brown bits of chicken grease or anchovy paste from the pan. Once the onions are browning and softening, add the chicken pieces back into the pot. Immediately pour the red wine and baslamic vinegar over the chicken and onion mixture. Let this cook down, stirring and turning the chicken pieces to make sure both sides soak in the wine-vinegar mix. Cook until the liquid is mostly gone, around 5 minutes.

4. Add the tomatoes and juice to the pot. If they are whole tomatoes, use your hands to crush them as you add them. Stir the mixture together, then add about two heaping tablespoons of the tomato paste. I typically add a little more balsamic vinegar here, because we like really rich sauce. Stir in the shot of vodka (the high alcohol content of vodka chemically opens up certain tastes from the tomatoes). Bring to a simmer then turn heat to medium-low. If the sauce is a bit watery (depends on your tomatoes) then let this cook, on low heat for about 10-20 minutes, uncovered, making sure the chicken is getting cooks. If the sauce looks thick, you can cover the pot and let it cook the same amount of time. Be sure to check frequently, stir to prevent burning on the bottom, and make sure all parts of the chicken get covered by the sauce.

5. Begin cooking your pasta to your tastes so that it will be finished the same time your sauce if finished. We serve the chicken on the pasta, but you could just as easily use rice or quinoa.

6. If you like mushrooms or green peppers, you may add these to the sauce. I suggest cooking the peppers with the onions in the beginning, but I have never done this as my wife hates peppers. Mushrooms should be saved until about 10 minutes before the sauce is done, then added and the pot covered. Portabello mushrooms add a nice flavor. One could also add 1/2 cup of beef stock with the wine (reduce amount of balsamic) for a richer, browner sauce.

7. It doesn't hurt to turn the sauce down to a simmer and let it cook for 30 minutes or so, as long as you make sure the bottom isn't burning. Actually, the longer the sauce cooks, the better it will taste, as it gives more time for the different flavors to alchemically mix. It takes time to learn proper timing, so keep tasting your sauce until it taste right to you! The chicken will be tender no matter what, as long as it remains covered.

I enjoy Cacciatore with a deep, dry, red wine. Here in France it is easy to get nice Bordeaux reds for rather cheap. In the US, I suggest a decent Pinot Noir, Cabernet-Sauvignon, or Shiraz. I find it is often best to use the same wine you added to the sauce to drink (you want good quality no matter what). California and Australian reds can offer cheap and tasty choices (such as Alice White or Mark West). Eating this meal with soda is a slap in the face!

Bon appetit!


Sacred 2

Sacred 2 is one of the latest of a long line of Diablo clones whose gameplay mostly consists of marching through unending hordes of monsters while you mash your mouse buttons and collect loot enough to equal the GNP of Sweden. The original Sacred was one of the most notable of these clones, particularly in its uniquely large world, all of which was traversable immediately after starting the game. Unlike other Click and Slash RPG games, Sacred had few arbitrary boundaries, and its world felt living and seamless. Sacred was not without faults, its statistics system was byzantine (weapons stats often made little sense), its graphics were dated, and the interface had problems registering mouse clicks, making the player feel like it took more clicks to target, attack, or use combat arts (Sacred’s version of spells and skills) – an almost cardinal sin due to the number of clicks needed to play a game in this genre. Despite these, and other bugs, Sacred was generally well-received and has now spawned an offspring, whose story is more of a prequel to the events in Sacred’s land of Ancaria than a continuation.

The Holy Sacraments:

For the most part, Sacred 2 took the good elements of its predecessor and adopted them wholesale while de-emphasizing Sacred’s more glaring faults. The world is even larger than the original Sacred, and again, completely accessible from the start. Sacred 2 continues the system, like Sacred (and Diablo II) before it, of having pre-set classes with pre-assigned skills/spells. Unlike Diablo II, the Sacred system never required a character to “level up” before getting access to their combat arts. Rather, combat arts are “looted” in the form of talisman that grant the combat art to the player and improve arts already owned. This is separate from the player’s level. Leveling gives the player the chance to choose new skills, assign skill points, and improve attributes. Unlike combat arts, of which each class has about 20, players may only choose 10 skills. Skills provide passive effects, like improving the regeneration time of combat arts, combat art damage, armor, attack speed, or even some more interesting things like improving type and price of items sold at vendors or giving the ability for the player to socket their own weaponry (like a blacksmith). The system is a little confusing at first, but once you learn it, you see that what previously seemed to be a lack of character development (the combat arts are already assigned) becomes an almost limitless combination of skills and attributes. It is key to mention here that combat arts do not use “mana” and instead recharge through time, allowing the player to use their arts any time they are available with no need to constantly guzzle blue potions.

The world of Sacred 2 is, again, a very living and interesting place. Rather than the now cliched high fantasy realm of elves, dwarves and orcs, the realm of Ancaria is a mix of technology and magic that is reminiscent of the old Might and Magic RPGs. At one moment, you may loot a magical fire spear, with life stealing powers, the next, you are looting a laser pistol that shoots bolts of blue flame like a Muton plasma rifle. This can be a bit jarring, and some aspects are done better than others. The future weapons are interesting, and they include suspiciously “lightsaber” looking swords and long plasma-bolt firing staves straight out of Stargate. Other times the transition is too glaring, such as the inclusion of a certain awesome rock band and lutes that sound like electric guitars. Maybe I am picky, but I prefer the arch-fantasy world of the orginal Sacred to the mix of Sacred 2, and I feel the transition between magic and tech should have come more gradually, like in Might and Magic, where laser pistols were cool things found near the end of the game.

The enemies are also pretty compelling, at least for the most part. Early in the game you get your normal fare of bandits and kobolds, but later, the monsters get much more epic (and much much larger). Just like the original Sacred, some of the boss monsters are truly epic in size and power, and you feel a general sense of fear and accomplishment from facing them.

Happily, the previous iterations problems with mouse-clicks and clunky inventory and interface are pretty much gone in Sacred 2. The weapon and armor statistics are still a little confusing (does a “+4.5 chance to burn” opponent mean the weapon burns the opponent, or that the fire spells I cast when wielding it will have a better chance to burn them), but much better than before. Some of the naming conventions of items are random and broken (I have found many Swords of Wealth that had nothing to do with sell price or gold dropped), but this is incidental to a decently working system that has loads of loot falling from dead bodies nearly constantly. You still have the need to collect and hunt, like most of the games in the genre, and the thrill of finding uncommon yellow items, or even rarer ones, is still very present. The addition of a common storage chest between all characters is a godsend, as it allows you to share items only usable by a certain class, combat art talisman, and weapons between your other characters. This certainly takes away some of the difficulty in starting a new character, who begins with a selection of combat arts that may not fit your final strategy.

The profane:

Not everything is better in Ancaria, however, and here is where I step up onto my soapbox. At this moment, I would like to address all of the developers out there, whether new or veteran, to give them a message about my computer game experience. Listening? My monitor is, and always should be, a Fourth-Wall. What do I mean by that? When I am playing a computer game, particularly an RPG (which ostensibly is trying to draw me in and make me feel part of the world I am encountering) I want to be immersed. I certainly do NOT want to be reminded, quite harshly, that I am actually sitting in a relatively uncomfortably chair, staring at moving pictures while waving my mouse like I have some twitching and clicking disease. This leads me to my current point; Sacred 2 has some of the WORST moments of breaking the fourth wall in any game I have ever seen. Numerous times the player character will address the player, some classes more than others, and the fact that this is a “game” is trumpeted in your face nearly constantly by the reaction of NPCs or monsters. The dialogue and voice acting is at best grating and at worst juvenile (I’m convinced the writer stayed up all night the day before his deadline and pounded Apfelkorn while gleefully thinking he was penning a masterpiece). For example, when killing a bandit, I heard him say “I knew that I was an extra!” Similarly a kobold yelled out “I should have listened to my wife!” after being bashed in the head by my Inquisitor’s hammer. These are just small issues, and the dialogue can be even cornier, particularly the gossip between two NPCs, which often starts with one of them saying, “Because we haven’t yet invented newspapers, I rely upon you to get my news…” Now, I understand that this is Ascaron’s attempt to be lighthearted, but every time it happens I am jerked right back into reality, where I am not an awesome Inquisitor enslaving the souls of my dead opponent, but a guy clicking maniacally to try and click his way to the next red dot on my minimap. Could you imagine if your Amazon in Diablo II, after killing Diablo, stopped and said “I’m glad you specced that poison javelin, or else that would have been a hard fight!” It would have ruined the atmosphere, just is Sacred 2’s atmosphere is ruined by the addition of these silly elements. In many ways, with the bright graphics and character models, it feels more like playing a Saturday morning cartoon than a deep adventure game like Morrowind.

Further, some of the quests in Ancaria are just plain silly. Early in the game, you are faced with such wonderful tasks as “kill the rabbits in my garden” and “find my teddy bear.” The very first quest for the temple guardian, which looks like a cross between a Stargate guard and a steam powered robot, is to go back to where you started (no enemies to kill) and pick up the stuffed animal, ball, and toy box that you forgot before you left. Yes… you read that right. To be fair, there are literally HUNDREDS of quests, and you can never (nor should ever) try to accomplish them all or you will never reach the end of the game. I skip the ones that sound less than fun, unless they offer a decent reward.

Another two aspects of Sacred 2’s design have caused quite a stir on the message boards. The first is the “leveling up” of monsters to match the level of the player. This means that, you will always have something worthwhile to kill when you return to places you have been before, however, you get really tired of fighting the same kobolds from level 5-17 as you run your quests in the starting areas. I have been told that this actually works on the basis of having level ranges in certain areas (if you wander to another zone, you will find monsters too challenging to fight right away) but I never got to test this. The second controversial aspect comes from the debate whether or not to upgrade combat arts. Each time a combat art is upgraded, by using the lootable talisman, you get increased damage or effects, but also a sizable increase in regeneration time. Many people, quite logically, argue that it is best to keep your most used arts at low levels – doing lower damage but able to access them nearly twice as often. This seems to be a silly design, to prefer keeping arts low rather than adding to them power as a way to add to DPS, and I wonder if this was not properly balanced or thought through. At any rate, this does lead to some confusion in how or what to upgrade, and I feel it is best to just look at the gain versus the gain in time and decide for yourself. Buffs are easier to make the decision, as they require no regeneration.

Early on, Sacred 2 was plagued with some rather serious bugs, but happily, by the time I write this review, most of these are gone. Ascaron was relatively quick about fixing these. There are still some balance issues (some combat arts are useless, while others are extremely good), but this is natural for this type of RPG.

The Benediction:

All in all, despite these flaws, Sacred 2 is a fast-paced, furious action RPG with a giant and mostly compelling world. One can easily sink 40-80 hours into the game and the character progression is nicely done without being overly complex. Some of the more epic monsters really add to the flavor of the game, although this is marred by some of the repetition in monster types early on. The story is merely passable, but has enough flair to keep the player moving from one goal to the next. It may not have the grim and gothic character of Diablo II (quite the opposite), but Sacred 2 presents a more lighthearted, madcap, and less linear RPG experience.

Nota Bene: Do not play Sacred 2 on Bronze level, as it is does not work as designed. People have noted that the loot generation and the monster spawning is far lower on bronze level than it should be and you will find your play experience uninteresting and boring. Instead, pick the silver level, which is more in line with the regular difficulty level in action RPGs. As dying in Sacred 2 has less of an impact than in other games of the genre, the extra difficulty of silver is nothing insurmountable and you get more normal monster spawning and the proper loot drops.

Score: 7.5/10 – While not a holy enough for a reliquary, it is “sacred” enough to find a spot on the hard-drive of RPG fans.

Blessings: Large world, great quantities of loot, interesting player classes and monsters, attractive graphics, addictive gameplay.

Sins: Breaks the fourth wall too often, silly voice-acting and spoken dialogue, boring quests mixed with some good ones, decently high system requirements for its graphics, jarring mix of technology and magic.

Welcome to the Electronic Eremite's Game Room!

Salutations!

Welcome to EEGR, my humble computer game site. First, a little about me: My name is the Electronic Eremite, and I am a gaming addict. They say that acceptance is the first step to recovery, but instead of recovering, I thought I would start up this site to allow others to benefit from my gaming addiction. I am a lifelong gamer, Console, PC and Boardgames, who loves strategy gaming, RPGs, FPS, and RTS, but who is willing to play nearly anything once. Further, I am an avid poster in the forums at The Wargamer, Matrix Games, Gaming Trend, and Octopus Overlords and you probably know me as either Son_of_Montfort or Baelthazar. I was constantly posting my impressions of the current games that I was playing, making liberal use of the copy-paste keys, when it dawned on me - why not start my own blog to post reviews and commentary so that everyone could come by, read my impressions, and make their own comments! I will have to say a own a huge debt of inspiration to James Allen and his Out of Eight reviews blog, one of the finest review sites - and a great resource for the casual individual gamer.

But this blog isn't just about games and gaming reviews! I intend to post small bits of gaming news, short previews of demos or betas that I play, and - in a bizarre twist - recipes! Recipes, you say, is this guy nuts? Well, the answer is yes, but I have my reasons. My other addiction, besides gaming, is fine dining, fine drinking, and cooking. It is my firm belief that gamers need not be the cheetoes-eating, soda pop-guzzling, nutritionally deficient crowd that so often appears in the stereotypes. Although I did once have a friend live on Goldfish Crackers and A&W Rootbeer for several weeks while playing Asheron's Call, the vast majority of us are normal human beings who love the better things life has to offer. So occasionally, I will post some of my better recipes, some my own, some cribbed from books or magazines, that nearly anyone can prepare and enjoy!

So come in, pull up a chair, and make yourself at home!

Best,
The Electronic Eremite