Sacred Citadel Review
A routine beating.
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April 30, 2013 If mediocrity needed a video game poster child, I'd nominate Sacred Citadel
for the position. Everything about this three-player side-scrolling
beat-'em-up exemplifies the word: the combat, the overall presentation,
and the dialogue. It neither disappoints nor inspires, and serves as a
middling diversion best kept for co-op nights when it doesn't
particularly matter what you're playing.
Like the neighborhood dive bar, Sacred Citadel
provides many of the essentials but little else. There are four acts to
work through, a villain to foil, four characters to outfit with levels
and loot, titles to collect, achievements to complete, a few genuinely
spectacular boss battles, and the requisite herd of enemies to cull.
It's the whole nine yards, and that's also one of its biggest problems:
it's only nine yards, and it could've really used a few more.
The most telling thing, perhaps, is the approach Sacred
Citadel took with the quartet of characters. You'll never mistake the
Shaman for the decolletage-baring Mage, but the cast still feels
Over bland the four-act story you'll cut through wave after wave of acid-spitting dragonets, wolf-creatures, miners, ghouls, and more. To their credit, they all come with their own attack patterns, but the enemy A.I is suicidally atrocious. It's distressingly easy to stun-lock them into annihilation or to crowd them into a corner where they can be slowly pulverized. Most of my playthrough consisted of repeatedly mashing the knockback combo and, from time to time, diversifying with an uppercut. It's a cheap tactic, but an effective one, and the fact that you're also vulnerable to the same stun-lock death makes it often necessary.
At least, at first. Getting through the first act was a
slog, but things began opening up around the time I encountered the
first boss, a gargantuan creature that had me waking up from my ennui in
delight. Like some sped-up reenactment of a raid encounter from World
of Warcraft, the boss battles had me spamming that dodge-roll button and
scrambling to keep ahead, ever-hounded by the seemingly endless supply
of common rabble and the boss' attacks.
It's a toss up as to whether the boss fights or the vehicles are the
most appealing aspect. Enormous in every respect, the drivable war
machines and mounts will let you wreck localized apocalypse on your
surroundings. There's nothing quite as satisfying as crunching across
Grimmocs with one of their own tank-like contraptions.Sacred Citadel remains one of those games that just could have been more, you know? Much like the underachieving student who is happy to coast by on just-passing grades, it seems content at being satisfactory, and nothing more.
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