![]() ![]() ![]() Though it was a buggy mess at launch, Blackguards 2 is competent in its current state. This can set up a few useful strategies, like forcing an enemy to take the first hit in a duel or allowing high initiative units essentially two turns in a row. One neat thing is the wait ability: units with higher initiative can choose to wait and take actions at the end of a round of combat. On a turn, a unit can move and then spend one more action (which can also be movement). Underneath it all, there is a competent tactical combat engine. It’s the kind of inelegant difficulty that can be impossible the first time through, but then negligible once the trick is known. Too many battles start with certain conditions shown, then only reveal their true nature after the player has already planned and committed forces to certain areas. (What happens when I use this thing? Oh, a chandelier falls on three of my units and immediately takes them out of the battle permanently.) While those instances are minor infractions that are easy to learn from, the worse offenders are the battles with “gotcha” moments. Often, this takes the form of interactive objects on the battlefield whose functions aren’t always clear. There are a few interesting boss battles that add light puzzle elements to contend with, but for the most part, difficulty stems from Blackguards 2‘s unwillingness to provide important information. The difficulty spike at the end is especially noticeable because most of the battles throughout are fairly easy for those who have a modicum of tactical sense.
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