Posts Tagged ‘gameplay’

Sacred Underworld review

Saturday, May 2nd, 2009

In the gaming world Sacred was one of the better action RPG games that came down the pike in recent years. The game was released in March 2004 and it delivered solid, Diablo-inspired gameplay along with some innovations thrown into the mix. About eighteen months after the launch the developer came with Sacred Underworld, the expansion to Sacred.

As it was expected, Sacred Underworld delivers some high-level gameplay for Sacred gaming fans and also few tweaks, although everything that the developers liked and didn’t like about the original game remains pretty much the same.

Picking up immediately where Sacred left off, Underworld has introduced a new threat, and also some new environments to explore. In fact Prince Valor was killed in the Pyrrhic victory of Sacred. In the initially stage of Sacred Underworld, his widow, Vilya, has been kidnapped by a monstrous demon. Before gamers know it, they are off once again to plow through a ridiculous number of monsters, pick up mountains of gold, and oh yes, collect a bewildering amount of equipments, all in the name of slaying the latest evildoer.

Sacred Review

Friday, May 1st, 2009

Sacred is a good looking and a good action role-playing game, which offers couple of interesting gameplay innovations. It provides an open-ended gaming world for exploring decent cooperative and also a good competitive multiplayer option. It also offers a good mix of goal-oriented questing and fast-paced battles. The fight system of the game is finicky and unrewarding that is a significant problem for what’s fundamentally a hack-and-slash role playing games.

It may be very artificial to describe this game without at least a cursory comparison to the Diablo games because it was clearly heavily inspired by that series. In Diablo games, each of the 6 character types in Sacred has a predetermined gender and also they have a distinct selection of skills that gamers can choose to develop.

Most of the enemies only take a few mouse clicks to dispatch, but gamers will be able to encounter hundreds of foes, including types that will spawn more of their kin if gamers do not take them out.
The monsters of the game are all classic fantasy stereotypes like undead, dragons, and ogres. Gamers can use the Alt key to highlight and even immediately locate the seemingly endless bounties of loot they hoard.

Meridian 59

Sunday, April 12th, 2009

This role-playing game looks and also sounds awful by the mighty standards of today. But, even though the high-resolution 3-D engine is rudely basic, it is effective. Gamers can very clearly distinguish a player character from a monster at as far as 50 meters, and also the Internet latency will never hinder the movement.

Gamers can stare a fellow citizen closely in the eye. They can distinguish the facial features and also the expressions easily. The sound of this rpg game is scarce and also repetitive but it is interesting enough to catch attention. Talking about the soundtrack, it is a mixed bag of MIDI tunes, which sound slightly better from the CD.

The gameplay and the lasting value of this rpg makes it shine. Once the gamer pass over with the painless registration, he or she must determine a handful of ability scores which will shape the course of the character’s existence thereafter.

A good and helping tutorial reveals many of features of this game system while helping gamers to earn some much required experience at the same time. The fighting of Meridian 59 is much simple. The on-screen texts and graphics reveal the course of the battle.