Sacred 3 + DLC (6 DVD)
The clicking lacks inspiration; the script, inspired by equal measures of The Lord of the Rings and Leisure Suit Larry,
lacks taste. Developer Keen Games never seems sure of whether to play
the setting straight or to send up the tropes of heroic fantasy; as a
result, the setting and narrative are all over the place. At first, it
seems like you're stepping into the brawny boots of the usual hero in
the usual elves-and-orcs saga. The fate of the realm of Arcania (the
D&D-inspired land that also hosted the first two Sacred games) is at
stake here. Lord Zane and his Ashen Empire are pillaging towns.
Innocents are being slaughtered. Undead are rising.
Bizarrely,
these themes are played for laughs. Comments by friends and foes alike
consist of out-of-place observations and pathetic sex jokes that
wouldn't raise a chuckle out of Beavis and Butthead. You can never
escape this chatter, either, as you're constantly accompanied by a
veritable broadcast booth of idiots. Psychic Aria is in your head all
the time, ostensibly there to give you advice on what to do and where to
go, but her true purpose is to blab away to herself. Villains get in on
this party line, as do spirits residing in your weapons, including a
perverted ghost who tells you about the things that he'd like to "get on
top of" whenever you pull off a leaping attack. Oh, and the heroes are
also morons. The barbarian, for example, sounds more like Zoolander than
Conan.
Perhaps this childish verbiage might have been
forgivable if Sacred 3 had balanced it with solid gameplay--but it
doesn't. On the contrary, the game is stripped down to the raw basics.
There are just four different characters to choose from at the start of
the game, all fantasy archetypes. You get the bulked-up Safiri barbarian
tank, the jack-of-all-trades Ancarian lancer, the range-combat
specialist Khukuri archer, and the magical blade-wielding Seraphim
angel. None can be customized before delving into the hacking and
slashing; you just make your pick from this limited pool of talent and
then head into the campaign.
You can send your
hero into the fray either on your own or cooperatively with up to three
others online. It's easy to find a match to drop into, which you can do
with just a couple of clicks from the main campaign screen. You can also
readily move in and out of online and offline play, so the option for
something different is always there. Still, I didn't notice any hidden
dimensions of the game materializing when playing on a team. Scores are
tracked so you can tell which member of your goon squad is the best
killing machine, and there are a few added co-op features, like being
able to revive fallen allies. Other than those minor tweaks, Sacred 3
feels much the same whether you're playing with yourself or with
somebody else.
Character progression is weak,
whether you're playing online or off. (A single character can be played
and leveled-up in both modes of play.) There are no loot drops during
combat, and there is no inventory to manage. Kill a bad guy, and you're
showered with gold and shining orbs that boost health and power, but you
never pillage artifacts like magical swords or ancient helms. Instead,
the game doles gear out to you like rations as rewards for finishing
missions and leveling up. Such delayed rewards killed much of my
motivation to keep playing, because without the instant gratification
provided by cool new gear and enchanted artifacts, the clicking feels
too much like a pointless grind.
As
a result, the entire game is played with just three or four weapons.
There are limited slots for amenities like health potions and
defense-boosting shield amulets. Each hero comes with default attacks
plus shared special abilities, like a bash that can take down enemy
shields, and an execution move that finishes stunned opponents. Only a
handful of combat arts provides heroes with added class-specific
abilities, like the Seraphim's thunderbolt, and the Safiri's fireblade.
Most of the above can be upgraded by purchasing branches on skill trees
that offer up added damage, wider attack range, and so forth, but such
enhancements are not easy to come by. There are tough level requirements
on most upgrades. Six or more levels separate upgrades on weapons, for
example, and some upgrades take so long to acquire that they seem almost
unattainable, especially in the early stages of the game. As a result, I
frequently would finish a mission, load up my character screen to see
what new goodies I could unlock, and then walk away frustrated because I
didn't qualify for anything new.
Where the first two
Sacred games were laid out like standard hack-slash RPGs, Sacred 3's
10-hour campaign consists of disconnected levels in wholly separate
locales and dungeons. There are no quests to perform; you're not so much
a part of an RPG fantasy world as you are a pugilist picking individual
fights. The rigidly linear levels lack creativity. You follow a narrow
path from one point to the next, killing everything you encounter along
the way, only pausing occasionally to turn a wheel, pull a lever, or
engage in some other generic interaction. The only break comes in the
form of mini-levels where you either have to survive five waves of
enemies, or wander around a small area killing everything that you
encounter.
Enemies
are repeated over and over again in both the story and arena levels.
There are varied types of foes, but when you're killing thousands and
thousands of them over the course of the game, there is still plenty of
repetition. Much of the enemy horde consists of goblin-like monsters,
giant spiders, trolls, and the like, although occasionally you get
thrown a curveball like gross puking zombies or ice creatures.
Nevertheless, even when the rogues gallery gets changed up, most of the
differences are only skin-deep, as all enemies rely on just a few types
of attacks. The tougher elite beasts, for example, have varied
appearances, but almost all of them attack with identical charges and
earth-shaking swings of their weapons. Levels also feature arcade-styled
challenges like giant rocks or volcanic lava falling from the skies as
you race forward trying to dodge this makeshift artillery, but this
gimmick is repeated in practically every level. Ideas are repeated so
often I occasionally thought I'd made a mistake and had accidently
chosen to replay a level that I'd already finished.
Sacred
3 brings with it a number of positive elements that help ease the
pervasive monotony. Boss battles at the end of each story level can be
very challenging, often requiring you to take advantage of the scenery
to survive, or to use some unusual strategy to turn the enemy against
itself. Simply clicking as fast as I could and adding in liberal
sprinklings of special attacks got me killed a fair bit of the time in
these encounters. I had to actually think things through and get the lay
of the land, not just charge forward. That came as a bit of a surprise
in a game that was otherwise so simple-minded, but it was a welcome one.
All
battles are frantic whirls of color, showing off some attractive
visuals that fill the screen up with flying blood, explosions, and magic
effects. Levels are wonderful to look at, with varied backdrops that
range from jungles, to crypts, to quasi-factory settings. Environments
have a lovely sense of depth, and the camera regularly pulls back from
the standard perspective to provide an exciting panoramic view of
important events happening in the distance. The primary drawback with
the camera is that you can't adjust it during regular gameplay, which
locks you into a perspective that's a little too close to the action to
see where you need to go at times, but is also high enough up that you
lose some detail in the hero and monster models below.
Sacred
3's primary primary flaw is that it's so easy to forget. It contains
too little of what you look for in an action-first RPG, and distances
itself it so far from its two predecessors that there is no meaningful
connection left between the games besides the name and the setting. And
that, as you can see from this example, doesn't mean much.