

This limitation isn't quite as restrictive as it first appears as Paul can cast the odd spell and be molded during play, but still it would have been nice to have had a choice of avatars.


You don't get that choice here it's Paul De Raque, the personality bereft Knight Templar from the first game, or nothing. There's a school of thought that says character class choices at the start of an RPG aren't all that helpful (Why ask a player to close career doors before they've even had a chance to sample the gameplay?) Personally, being a frugal fellow, I'm always happy to know that once I've completed a fantasy crawl as a nimble rogue or a muscle-bound barbarian I can always replay it as a spell-weaving wizard or a hairy halfling. Players may also adventure with friends using multi-player characters that can be upgraded in the same fashion as de Raque. Throughout the story gamers will interact with a variety of non-player characters to gather information, items, and missions. This style of play and the player's decisions determine how the game ends. The non-linear gameplay allows players to complete Knights of the Temple II on their own terms, taking on side quests and the main storyline when they wish. Gamers will navigate de Raque through such landscapes as a forgotten Roman city, the dungeons of Saracen, deserted islands, catacombs, and an underwater fortress. Facing the forces of Hell, Paul must explore the kingdoms and environments of 13th century Europe as he defends humanity against the hordes of oncoming evil while attempting to uncover the secrets surrounding three different artifacts. After saving the distressed damsel in the original Knights of the Temple, Paul de Raque is back for another round of adventuring in Knights of the Temple II.
