
A few new visual touches add some extra flair to the game, with big effects for attacks and small touches like embers floating about as players create their weapons. The extra polish adds some spice to the game, helping it rise above what its predecessor brought to the table. In a welcome change from the first game's lack of direction, you won't be left scratching your head as to what the next goal is. Here, you can speak with the NPCs that inhabit the game's world, and chances are good that someone will point you in the right direction. The distinct battle system makes a return and it's in fine form, allowing for a more interactive experience when compared to other RPGs. The side-scroller approach (similar to that of the Tales series) manages to provide a unique and fun experience, with a simple and customizable mechanic.
As players progress, they can concentrate on their proficiency in specific weapons by focusing on creating and using those weapons over others. Where some players might prefer a speed approach and choose gloves as their primary weapons, others might go for brute force, favoring axes. While the first in the series would have players create all the weapons in a given level range before they could progress to better weapons, SK2 alleviates that issue by adding environmental obstacles that require a certain weapon. Small bushes blocking your way can be slashed into oblivion with a sword, and trees that make terrain impassable require an axe to chop a path through.
While the first in the series was a pretty decent RPG, it's looking like
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Posted: 11 Aug 2006