SACRED CITADEL (PC)
Sacred Citadel is more or less the embodiment of gaming mediocrity. It does nothing horrifically badly, but equally, ventures almost nothing with which to distinguish itself. Games like this are often a reviewer’s nightmare, as upon trying to mull over the eight hours or so I’d spent trying to digest the key triumphs and disasters, it was difficult to recall anything of note.
A roaming hack ‘n’ slash in the mould of Golden Axe, Sacred Citadel pits you as one of four well-worn fantasy stereotypes (including a warrior and a shaman), as you trample across 20 or so Tolkien-inspired levels vanquishing generic beasties. It makes for an unhappy marriage between the number-crunching admin of a strategy title, and the immediacy of a coin-op. These two disparate aspects act, if anything, in direct opposition to one another, blunting the other’s strengths.
Numbers everywhere! Sadly, they don't add up to a winning combination
Shockingly poor gameplay balancing is the chief offender, brought about by an unnecessary levelling system, which allows the player basic choices as to whether their character becomes stronger in attack or defence. A word to the wise though, don’t lean too heavily on the defensive side, as you’ll be here until Christmas trying to make an impression on the enemies’ absurd health bars.
What should have been a brisk, energetic two-hour romp, instead descends into an ugly, attritional slog that takes upwards of six, even with a co-op partner. Unsurprisingly, much of this lifespan proves a false economy, as you’ll realise upon returning to levels post-completion. Levels that can be stormed through in three to four minutes with the benefit of stronger weapons and higher stats, take fifteen to twenty minutes first time through. This is exhausting and demoralising when you consider that 95% of the time is spent hammering the attack button. Ordinary enemies routinely take dozens of hits to fell and there are times when you’re left to wonder if the combos are having any effect at all. The A.I. further compounds this sense of tedious lethargy by standing, almost comatose, as you bash them over, and over, and over again.
What should have been a brisk, energetic two-hour romp, instead descends into an ugly, attritional slog that takes upwards of six, even with a co-op partner. Unsurprisingly, much of this lifespan proves a false economy, as you’ll realise upon returning to levels post-completion. Levels that can be stormed through in three to four minutes with the benefit of stronger weapons and higher stats, take fifteen to twenty minutes first time through. This is exhausting and demoralising when you consider that 95% of the time is spent hammering the attack button. Ordinary enemies routinely take dozens of hits to fell and there are times when you’re left to wonder if the combos are having any effect at all. The A.I. further compounds this sense of tedious lethargy by standing, almost comatose, as you bash them over, and over, and over again.
The levels are numerous and spread across four acts. Except for a couple of neat boss fights, there are precious few standout combat encounters. The brawling becomes very repetitive, very quickly. It’s not helped by some thoroughly uninspired environment design. Now and again, Sacred Citadel throws something new your way, be it the need to dodge mine carts or keep clear of a poisonous swamp, but there’s no great purpose or conviction to their placement. Environmental hazards, such as exploding barrels, cause bizarrely small quantities of damage, meaning it’s hardly worth the risk of triggering them. Occasionally, the game remembers to throw in a couple of entirely arbitrary jumps, barely justifying the platforming mechanic’s inclusion.
Following the trend, the graphics are okay. There’s a pleasant, cartoon vibrancy to it. However, the animation is crude, whilst both character and enemy design is lacklustre. Ditto the sound: it’s fine, it’s there, it does its job, nothing more. Serviceable tunes, slightly over-the-top voicing, an unremarkable script with the odd line that raises a smile.
Following the trend, the graphics are okay. There’s a pleasant, cartoon vibrancy to it. However, the animation is crude, whilst both character and enemy design is lacklustre. Ditto the sound: it’s fine, it’s there, it does its job, nothing more. Serviceable tunes, slightly over-the-top voicing, an unremarkable script with the odd line that raises a smile.
There are a couple of bright spots, relatively speaking. Weapons can be collected and rotated, allowing the character to use three in tandem. Elemental attributes allows the player to inflict varying degrees of freezing, poisoning and burning effects, in varying combinations. There’s also a range of armours, stat-boosting crystals and potions to be collected. Towns offer the chance to purchase all of the above, as well as setting challenges relating to speed, health and score parameters for a bit of additional longevity. Online co-op works fine, though the multiplayer experience as a whole lacks the camaraderie of the best hack ‘n’ slash games, as you’re just sharing the workload.
A lack of combat variety and the fatigue of the familiar render Sacred Citadel a very average outing. It works, it operates, it functions. But without any distinguishing features or memorable moments, it’s hard to think of SC as anything more than a distraction, and one that, thanks to the resurgence of the genre in recent times, is one that’s easy to pass on. Fans of fantasy combat would be better served checking out Vanillaware’s efforts.
A lack of combat variety and the fatigue of the familiar render Sacred Citadel a very average outing. It works, it operates, it functions. But without any distinguishing features or memorable moments, it’s hard to think of SC as anything more than a distraction, and one that, thanks to the resurgence of the genre in recent times, is one that’s easy to pass on. Fans of fantasy combat would be better served checking out Vanillaware’s efforts.