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wgroeneveld 2020-11-19 09:31:45 +01:00
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game_developer: 'Ascaron'
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The Diablo II craze has been raging for four years before Ascaron released their hack & slash clone in 2004. When it was originally released, I fumbled with a _Seraphin_ character build but eventually lost interest. Sixteen years after its initial release, I finally managed to take the time to thoroughly inspect Sacred (the Gold release). I've always been a big fan of hack & slash games, even though it's not my favorite RPG flavor. So let's take this opportunity to compare mechanics of Sacred VS the undisputed king of hack & slash: Diablo II.
The Diablo 2 craze has been raging for four years before Ascaron released their hack & slash clone in 2004. When it was originally released, I fumbled with a _Seraphin_ character build but eventually lost interest. Sixteen years after its initial release, I finally managed to take the time to thoroughly inspect Sacred (the Gold release). I've always been a big fan of hack & slash games, even though it's not my favorite RPG flavor. So let's take this opportunity to compare mechanics of Sacred VS the undisputed king of hack & slash: Diablo II.
## 1. World Design
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What makes Sacred unique, however, are not what the game calls "_skills_", but rather "_Combat Arts_" (CA). These are Diablo 2's skills and the skill tree, and yes, you can level up these as well, by finding the correct rune for each CA, and either socketing it into your gear, or "learning" it (right-click). The trick is to know when to stop eating runes: as CAs increase in level, so do their cooldown time, meaning you pack a punch when executing an art but it takes a while to do it again. The best way to increase your fighting abilities would therefore be to socket them. Meaning you need proper gear, and there's no way to create a socket at a blacksmith: those guys only know how to put stuff into holes - not how to create them. And now we're back at the loot problem...
For my vampiress build, the CAs weren't all that compelling. My wolf companion always died in two hits, whether it was a low or high level summon. Blood bite proved to be useless too, so I ended up with using a few over and over again (Ripping Claws, Blood Bats) - maybe not unlike D2. There's enough meat here to go back and try out different classes and their CAs, as I've seen the Deamon and Battle Mage have a whole slew of completely different CAs. In the end, I like the uniqueness of the system, but would prefer a "proper"/classic skill tree instead. The biggest downside of the system is that in order to learn new arts, you have to find the correct rune. Luckily, you can trade in runes of other classes.
For my vampiress build, the CAs weren't all that compelling. My wolf companion always died in two hits, whether it was a low or high level summon. Blood bite proved to be useless too, so I ended up with using a few over and over again (Ripping Claws, Blood Bats) - maybe not unlike D2. There's enough meat here to go back and try out different classes and their CAs, as I've seen the Deamon and Battle Mage have a whole slew of completely different CAs. Magic wielders don't need to quaff mana potions: there's only the CA cooldown time, making this another difference compared to D2. In the end, I like the uniqueness of the system, but would prefer a "proper"/classic skill tree instead. The biggest downside of the system is that in order to learn new arts, you have to find the correct rune. Luckily, you can trade in runes of other classes.
![](/img/games/sacred/castle.jpg "Almost there... ")
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## To Conclude
The Ancaria Sacred campaign kept me busy for about 16 hours. The first hours were a bit difficult, but after acquiring CAs, the game became a bit too easy. There are five different difficulty modes (bronze/silver/gold compares to normal/nightmare/hell), for those who wish to replay it on a higher level. The last few hours were a bit of a drag, especially if you forget to enable waypoints. In the end, I'm glad I played it: it's a rather unique world with a strange skill tree implementation that still puzzles me to date. It doesn't quite come quite near the level of greatness Diablo II is, but it certainly tried well enough. I might actually prefer the huge open world, quests, visuals, and quirkiness of Sacred. Sadly, the core hack & slash mechanics, the loot and reward system, is a bit of a missed opportunity to me.
The Ancaria Sacred campaign kept me busy for about 16 hours. The first hours were a bit difficult, but after acquiring CAs, the game became a bit too easy. There are five different difficulty modes (bronze/silver/gold compares to normal/nightmare/hell), for those who wish to replay it on a higher level. The last few hours were a bit of a drag, especially if you forget to enable waypoints. So, is Sacred better than Diablo 2? In the end, I'm glad I played it: it's a rather unique world with a strange skill tree implementation that still puzzles me to date. It doesn't quite come quite near the level of greatness Diablo II is, but it certainly tried well enough. I might actually prefer the huge open world, quests, visuals, and quirkiness of Sacred. Sadly, the core hack & slash mechanics, the loot and reward system, is a bit of a missed opportunity to me.
The [Random Battles Blog](https://randombattlesblog.wordpress.com/2019/10/31/rpg-166-beaten-sacred/) concludes more or less the same:

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