Sacred Citadel (PC) Review
Mike Zrimsek / Apr 29th, 2013 No Comments
The art style of Sacred Citadel is fantastic as it perfectly fits the feel the game is shooting for. The game is cartoonish, but doesn’t cross that line to the point of being whimsical and silly, much like how Castle Crashers handles its visuals. Each class is completely unique in how they look all the way down to how they move and attack. Even though characters in the game are dual wielding katanas as the Warrior, playing the Mage with the same weapons will result in a completely new graphical form of play, regardless of the fact that results are going to be largely identical.
In addition to players being well portrayed, the enemies, too, are well done. While it’s a given that there are going to be much of the same enemies, due to the sheer numbers of them, this isn’t something that detracts from the game, though it definitely does not add anything special either.
One of the bigger gripes with the graphical settings is that the game is unable to play in fullscreen at a native 1920×1080 resolution. There was simply no option, as far as this reviewer could tell at least, to play in that resolution which, quite frankly, was baffling. One can play in fullscreen and windowed, but never at this standard resolution for gaming monitors. Given that 1920×1080 is such a common resolution, the lack of support for it is fairly upsetting.
AUDIOThe sounds in this game are far from phenomenal, but they fit. They work in the atmosphere of the game, and they work well. At the end of the day, being able to create a cohesive experience is what is most important. The music definitely contributes to the general tone of the game, but many other choices could have been made to make the music that much more enjoyable.
While nothing groundbreaking or unique, Sacred Citadel does combat extremely well. Each class feels unique – they all have their own attack animations, as well as unique secondary, knockback, and power attacks. This is important to mention because in other games within this genre, gamers will see classes that just feel the same class with a different face. Granted the game is more of a beat ‘em up than anything, so playing different classes really doesn’t offer tactical advantages, rather they are implemented purely for variety in how you go about massacring thousands upon thousands of enemies. As players gather experience from these enemies, they level up, unlocking new abilities and stat points to tailor your character to the experience you want to have with them. Whether you want to build a walking wall of death by investing all your points into damage (which is not recommend by the way) or investing completely into ranged elemental damage (again DO NOT recommend putting all your points in one stat) you can do it and essentially play the way you want, within the game’s constraints.One thing the game boasts is a plethora of loot. Be it new armor and weapons, everyone likes fighting a boss and see that phat loots dropping. Each of the different weapons will change your fighting style, so you are encouraged to try new weapons, mixing and matching until you find something that feels right for you. Be it a mace to replace your sword, or a new spell to replace your fireball, the new items breath life into the game without feeling like a grind to obtain them.
Sacred Citadel is a solid beat ‘em up game that thrives in the light of cooperative play. The audio and graphics fit the aesthetic of the game, adding and improving on the already solid experience given by the gameplay. Large amounts of loot and several unique classes add a general incentive for replaying, though I feel this incentive is lost when playing in singleplayer – multiplayer would make this game a much more enjoyable experience overall.