When the point-and-click genre finds itself bereft of recent hits, Sacred 2 is a breath of fresh air, albeit with the slightest of bad odors..
By no means is it a perfect game. It's got a painfully complex UI that will probably be confusing to you for the first 5 or so hours, especially as you unlock whatever skill/items go in whatever slot and you're like "oh, so THAT'S what that was for..."
That said, it's a competent isometric along the same lines as Titan Quest, the Diablo franchise, Path of Exile, etc. Actually, let's just say Titan Quest, because realistically, this game is NOT a skill-spamming, screen-exploding, 24/7 fireworks-esque carnagefest like Diablo. Most of your actual fighting is with the weapons of the game, with skills supplementing rather than replacing it. Much like Diablo 3, Sacred 2 shrugs off convoluted skill trees with skills that grow redundant over time; instead, it adds in secondary effects that can tweak your skills. Depending on your class selection (of which there's 6, or rather 7 as if you're reading this you'll get the expansion if you buy via steam), you get a fairly normal spread of buffs, debuffs, single-target and AoE skills to use.
Or rather... okay, rewind a bit. You acquire "Combat Arts". This is what the game calls skills/spells/whatever. These are your on-call abilities for damage, utility, and defensive purposes. Unlike most other RPGs, Sacred 2 doesn't have mana, or energy, or what have you; instead, each Combat Art has its own unique cooldown, with a small global cooldown for all abilities on top of that. This means you can theoretically use the same CA all game, if you felt so inclined, with the only limit on casting being its cooldown. Cooldown is affected by factors such as armor weight, with the heaviest armor reducing CA cooldowns, and lighter, more... breathable caster-oriented gear actually giving you a cooldown DECREASE; specific stats reducing cooldown that is an affix/prefix to gear; through points into the Stamina stat; or through the use of relevant skills.
Now "Skills", as Sacred 2 views them, are actually a series of passive buffs that have their own progression (no having to wonder whether to give yourself +stat or more damage for that one spell you like). This is one of those convoluted systems I mentioned. See, you get this page full of assignable skills (assigned to get their effects, mind you, no other interaction required). They do all sorts of stuff -- buff damage with certain weapon types, increase status effect chance, gain new gameplay aspects (smith your own stuff out in the field, see what items will cost without having to be at a merchant, ride better horses (yes, there's mounts, and the world is huge so it's kind of necessary)). Think of these as perks, in a sense, with most being passive buffs, but a few unlocking key features -- everything from the utility skill Alchemy letting you use one-time temporary buff items, or the weapon specific Magic Staff skill giving you the ability to fire ranged magic attacks (without at least one level of this skill, you'll just bash enemies over the head with the staff, no matter how magical your character actually is). There's a set limit to the number of skills you can choose (note that Combat Arts are separate, and you could theoretically level EVERY CA if you wanted).
Skills also, in addition to these catch-all generics, contain class-specific skills that buff one Combat Art Tree or another (of which classes have 3) with damage, duration, cooldown, and so on. It isn't just raw buffs, however -- you need these CA skills to level your individual Combat Arts (if you've played Titan Quest or Grim Dawn, just think about how you need to consciously level up your Mastery to unlock skills). And Combat Arts are actually acquired in a really roundabout way -- rather than 95% of other ARPGs, you don't gain points to distribute upon leveling up; instead, you have to find Runes, consume-on-use items that increase your Combat Arts by one point. Let me emphasize -- there is no such thing as "end-game" CAs, because you could feasibly find ANY CA as a rune at any one time. Unfortunately, you can only level CAs so far before needing -- you guessed it -- points in the Skill for that Combat Art -- still with me? Also, you have to have self-control, because leveling increases EVERYTHING about the CA, including cooldown timer. So you might quickly find yourself pouring runes into a skill, then realize you're missing the cooldown-reduction, late-game gear, or points in the Combat Art's governing skills, that would make using it at that level feasible.
The aforementioned CA modifications are actually a binary system, where you have three points of upgrade for each Combat Art. Once you put a certain amount of points into the Skill governing that Combat Art's tree, you get an option to upgrade one of your 'discovered' Combat Arts. This modification is usually a choice between something like damage vs. status. It's not a huge difference, but its effect stacks with the baseline increases of leveling that Combat Art via runes, and offers some degree of customization.
On level up, in addition to a few skill points (and a new skill slot unlocked every few levels per a set formula), you get to choose from 6 stats to put a point in. I'm not gonna run them all down (as review space is precious), but it ranges from health and health regen out-of-battle (Vitality) to chance to hit (Dexterity) to cooldown for Combat Arts (Stamina). Fairly normal RPG spread, really.
Equipment-wise, the game is pretty generous. You've got a full spread of torso, legs, feet, arms, shoulders, and more; varying amounts of rings and necklaces (per character class); a few unique things like "Batteries" for the Temple Guardian (basically a cybernetic Anubis sort of robot thing). There are a LOT of places to fill on the inventory screen. On the High Elf I'm playing right now, alone, I've got 4 rings, 2 amulets, torso, legs, feet, arms, hands, shoulders, and I'm pretty sure I'm missing some without opening the game to look. It's crazy, really.
All that said, there are downfalls to the game. Its graphical interface is, as mentioned, clunky, not to mention has very odd choices (transparencies everywhere, lots of ill-defined edges on UI elements, etc.) Animations are... okay, but not anything to drop your jaw at. Same thing with general appearance -- it looks fine, but it's not an eye-candy sort of game. The earliest few hours, on top of overloading you with stats and numbers and mechanics, will also be very slow, as a lack of skill variety (until you find the appropriate runes, of course) and a painfully-slow movement speed before you start getting mounts will make the game a tiring slog.
And boy, howdy, is the voicework friggin' painful. The game does NOT take itself too seriously outside of the specific story arc, so you've got stuff like enemies going "Arrrggh! I was... just an... extra..." or 'pirate' enemies going "I guess you weren't such a landlubber after all..." Your character spews an unhealthy amount of lines, ranging from generic hero stuff ("You would dare hit a High Elf?") to... 4th-wall breaking stuff ("Ugh, can we remove animals from the spawn table, please?") Very fortunately, an option in the menu enables drastically, or even completely, reducing this commentary (that's even what the menu calls it), so that's an option if it gets a bit much for you.
Besides the general usability of the game, though, the multi-tiered depth of character-building is a great change of pace from certain games that railroad your builds (-cough- Diablo 3), without forcing something like having to min/max a billion different passive buffs (-cough- Path of Exile). If nothing else, there's a demo available (if not here, then on the internet in general). Check it out, try to tolerate its rough edges, and you'll get a fairly competent and fun game, worth at least one or two replays.