Daedalic effectively removed the elements that made last year's release annoying at all the wrong moments, and left its players with the best parts of the experience. Prosīlackguards 2 improves on its predecessor in almost every other respect. Each is a new surprise (and sometimes the perspective shifts to directly overhead), and stepping backwards to fight over familiar settings ruins some of that sense of discovery. On the other hand, revisiting the old maps helped remind me of just how finely crafted the maps are, and how they’re geared toward specific scenarios. Too often I found myself just wanting to experience the main story quests instead of duking it out over a town I've already seen before, but on the defensive side. A mercenary system enriches it further, as you'll sometimes have to defend the town with them alone. It's a good system for the most part, as it attaches certain bonuses such as items or resources to particular towns, making the effort needed to hold onto them worthwhile. This complicates the otherwise welcome introduction of a strategic world map overlay, which breaks up some of the linear progression by having Cassia and her main adversary battle for control of the towns she's already conquered along the way. And forget about saving during combat - it ain't happening. Even small skirmishes can drag on for half an hour, and of course if you mess up you'll have to do the whole thing over again. It gets boring, frankly, to the point that I found myself wishing I could skip over the enemy movements to keep the action going. Much of its roughly 20 hours involves the march of around 15 NPCs across large boards a handful of tiles at a time, and at one turn at a time. It's also important because Blackguards 2 remains a relatively slow game, despite the speed boost from the improved hit ratio. This doesn't make Blackguards 2 much easier (and a new stamina bar keeps melee spamming in check), but it has the welcome effect of allowing you to spend more time thinking about positioning rather than wondering if your point-blank spell or sword strike is even going to land. Even better, they're complemented with fancy animations that make the top-tier abilities fun to look at. Here, praise the sun, almost all spells hit. Seriously, the dice roll system employed in the first game makes spells miss often enough that a Storm Trooper would roll his eyes in disgust. That's still true here, with the added benefit that Blackguards 2 allows substantially more freedom as to where you can place your heroes (such as they are) at the start of a fight.īut the one thing that makes Blackguards 2 significantly more enjoyable than its predecessor is the improved hit-and-miss ratio. A turn-based game, Blackguards 2's action unfolds on a hexagonally gridded playing field, but with interactive elements such as doors and chests and impractically stacked crates that you can topple over to smoosh the bad guys. Even then, the plot’s not as strong or as original as it probably could be, as it seems Daedalic spent most of its efforts on improving the combat. Hardly surprising, though, as this is a game with loading screens that sometimes feature a man getting disemboweled while another runs a sword across his neck.īut the first game was full of all this Conan-meets-Game of Thrones gloom: Blackguards 2 distinguishes itself by letting the tale of Cassia's madness add a degree of uncertainty over the whole affair. For example, Cassia occasionally has to resort to her own methods of gaining intel by interrogating the prisoners the team brings back to camp. Elsewhere there's Zurbaran the mage, his date-rapey days behind him as he sulks in his bonds, and Takate the glory-obsessed headhunter, who's laughably predictable but always good for an amusing retort.Ĭassia's already a mess, so this is hardly the best crew for giving her advice in her quest for revenge, and it sometimes shows in the decisions she must make as her tale advances. Naurim the dwarf's my favorite - he’s a visual Gimli clone who makes no secret of his greed and his disdain for others. That's also true for the various companions she meets along the way, although they're somewhat more locked into their roles. The talent trees for melee, magic, and ranged skills are simplified here without losing much of their depth, for instance, and assigning ability points gained from winning battles is much more intuitive than before. It helps that Daedaelic makes deciding on such progression easier than before by interpreting the Dark Eye ruleset on which Blackguard is based more liberally. Blackguards 2 doesn't push you toward three token classes like its predecessor instead, you can build her, Skyrim-style, into whatever type of poison-riddled mad conqueror you wish to make. Other than that, though, Cassia's a blank slate.
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