![]() A code was provided for review by Ska Studios. This review is based on the PC version of the game. But for the rest of us who are now spoiled with tighter, more innovative games offering much of the same, it’s, unfortunately, a bit harder to enjoy. If you’re a fan of the previous title and want more, it’s a no-brainer. I wish it had learned more lessons from its contemporaries, but I still enjoyed exploring its world and experimenting with its novel skill tree. Salt and Sanctuary feels like it was made in a vacuum. The creature and character designs are pretty good, but as soon as they start moving around (particularly the mouths of the NPCs) the illusion is broken. Things are animated in that paper-puppet way where you can practically see the joints where the characters are rigged up, and as a result, everything looks amateurish. ![]() But frankly, the game looks unappealing and in a way, cheap. Salt Spring Cheese hand makes artisan goat cheeses in over 15 varieties. I can’t imagine the strain of doing art, animation, code, and design all at once. Salt Spring Island Cheese, Salt Spring Island. I’m going to sound a little mean here knowing full well that Salt and Sanctuary was made by exactly two people. Salt and Sacrifice is a great example of how you can blend multiple genres together and create a fantastic experience as a result. Sometimes checkpoints are located too close together only to have long stretches between them seemingly at random, but there was always one relatively close to each boss arena, which is greatly appreciated. The aesthetics of the zones are surprisingly tame, with the standard forest, desert, ice, etc. Levels are pretty well-designed, with all the shortcuts and lead-backs you’ve come to expect from a Souls-like. For example, I’d sometimes dodge a ranged attack toward the boss, not quite pass through to the other side, and be forcefully pushed to the front of the boss thanks to its hitbox, only to be hit by a melee attack and sent flying. ![]() Poison defense’s effect on triggering poison is reduced by half (easier on high armor). Carry weight per endurance increased from 1.5 to 1.75. ![]() Carry weight at level 1 increased slightly, from 42.5 to 44.0. These fights also showcase the weaknesses of the combat - it’s incredibly awkward to dodge some attacks in a 2D plane while the boss’ hitbox is nudging you. Carry weight now softcaps at 50 endurance, granting 50 afterwards. Rather than fighting the hulking monstrosity where you find it, you’re left to backtrack awkwardly through the level before whittling it down. My only real issue with these hunts is that they take a bit of the wind out of your sails when finding a boss. ![]()
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