From a technical standpoint, the visuals in Drakengard 2 are about on par with its predecessor, but whereas the original game’s environments were often sparse and barren, Drakengard 2 has improved. The game still suffers from a bit of a “clean room” feel, but that’s likely due to the fact that the poor game has to render huge quantities of bad guys at the same time, leaving no rendering power for lots of little details.
When you’re not battling armies, you’ll be watching the game’s many cutscenes. Far more refined than the single camera angle endeavors seen in the original, Drakengard 2 is more conventional in its storytelling. The animated 3D portraits seen in Drakengard have been replaced with 2D pictures drawn in an anime style. This all refers to the scenes that use the in-game engine, of course. There’s also a healthy portion of what Square-Enix does best, the pre-rendered CG cutscenes. There’s plenty of those to see and each of them meets the high expectations everyone has come to expect from Square-Enix’s work.
One of the most significant differences between Drakengard 1 and 2 is in their music. While Drakengard mainly utilized very short, looping, dissonant pieces (which drew lots of criticism), Drakengard 2 uses a far more traditional fantasy score. There are only four or five core pieces of music used, but the game features several versions of them.
The sound and voice acting are exemplary. Human characters are all given strong British accents. While the voice of Angelus reprises her role, Seere and Manah sound decidedly different because of the addition of those accents. There is also a fourth character that returns, but he doesn’t need a voice actor, now does he.