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http://www.gamespot.com/psp/rpg/untoldlegends2/news.html?sid=6135503&mode=previews
http://www.gamespot.com/psp/rpg/untoldlegends2/media.html
Preview:
http://www.gamespot.com/psp/rpg/untoldlegends2/news.html?sid=6135503&mode=previews
You'll notice the enhancements to the Untold Legends formula as soon as you go to create a new character. Five classes are available this time around (compared to the original game's four), all of which are new to this installment. The guardian is the heavy bruiser who specializes in melee attacks and area-of-effect spells; the mercenary balances light melee abilities with healing and debuffing spells; the disciple is the token magic user who's weak in physical combat but has numerous attack spells at his disposal; the scout is a fast-moving ranged attacker; and the prowler is a martial-arts-style character who darts in to perform fast melee attacks and then retreats from danger.
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Even when you're not rampaging as a beast, you'll have a number of new attack options in The Warrior's Code. For one, each class will have charge attacks that can be accessed when you get a quick opening in battle. More interesting are what SOE refers to as "attacks of opportunity." As you fight an enemy, it will occasionally make an error of some kind and then drop its defenses. For instance, a foe with a large hammer may lose control of its weapon for a moment. During its recovery time you'll be able to build up your attack of opportunity through three charge levels, with the level you attain before you release your attack determining its effect. Possible outcomes include an evade maneuver that will get you out of danger or a jumping attack that delivers more damage than your regular attacks.
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The gameplay isn't the only thing that's been revised in The Warrior's Code. SOE has made technical improvements across the board as well, resulting in what looks to be a noticeably improved experience. The graphics engine has been considerably enhanced, with features like more-lavish particle systems and dynamic lighting across all characters. The developers have even managed to add a third level of zoom, giving you a bird's-eye view of the action with no hit to the frame rate. The synthesized music from the first game has given way to a real digital soundtrack that's streamed from the game disc. Even the levels themselves are now streamed, letting the designers craft larger and more-detailed worlds. What's more, whereas the levels were randomly generated in the first game (and arguably lacked focus because of this), the maps in the sequel will all be created by human designers. As a result, they should offer a more intelligent and compelling path for you to follow.