The two RPG subs that I definitely like are Metroivanias and soul-as title. Fortunately, Salt and Sacrificesequel of 2016 Salt and Sanctuary, incidentally combines the two. bother you, Salt and Sacrifice offers some new concepts that try to keep your gameplay fresh. Unfortunately, this idea was ruined by a key concept from the original game that I completely disliked.
When you start a new game in Salt and Sacrifice, you are asked to choose a class. This will determine your initial stats and gear. From there, you’re taken to a mysterious frontier, after which you’ll likely die before the first boss you encounter (a common trick in the game). soul Game).
Spell checker’s journey is marked with spells
You’ll wake up in Pardoner’s Vale, which serves as the main hub. This has some NPCs that offer upgrades or vendor items. It also has a teleporter that leads to new areas when you find runestone combinations. This is perhaps the first notable departure in the sequel, which is five main regions (and another you can visit later in the campaign) as opposed to a single one, are connected with each other.
A challenge is presented to you from the very beginning: your character is affected by the Spell Mark state. This is the same as an HP debuff, only cleared by consuming mob-spawned sin shards.
Into unknown lands
As you continue to progress in Salt and Sacrifice, you will power up your character by spending Salt (the main currency of the game). Leveling up is pretty straightforward, as all it does is increase your HP. As for stats, your leveling up grants you Blackstone and Graystone. The former is used to unlock weapon/armor ranks and increase stats, while the latter is a means of resurrecting a selected button.
Your adventure will take you to the aforementioned areas, rendered as visually appealing 2D art. For example, Ashbourne Village is a ruined town filled with elves and armored horsemen in your usual dark fantasy. Then there’s the second area, Bol Gerahn, a desolate wasteland rife with bandits and baby spiders.
You can also expect that each area is divided into smaller sections (e.g. caves, castles, dungeons, etc.). Along the way, you’ll find new gadgets and tools at your disposal, such as a grappling hook, a vehicle that uses ziplines, a parachute that allows you to move air currents, and a crystal. pear reveals hidden paths.
Mage hunts and weapon skills
Salt and SacrificeIts biggest feature is Mage Hunts. Yes, there are still bosses that are required to progress further (similar to most of Metroidvania and soul-like game). However, Mage Hunts tend to make things fresh – at least on paper.
As you explore, you’ll encounter objects that cause a plume of smoke to appear, which in turn leads to the Mage boss mentioned. After a short time or when it takes enough damage, it teleports away. Eventually, when you reach an area, it turns into a closed arena where you can battle bosses.
To be fair, Mage Hunts is fun to try early, as the bosses are superbly designed in terms of art and visuals. However, mechanically, there is very little change (e.g. one melee hit, one ranged attack, and one AoE). At the very least, these opponents often cause more mobs. Killing them, as well as the boss, will yield crafting materials. By forging new gear, you’ll be able to unleash weapon-specific skills such as multiple slashes from rapid swords, lightning bolts from sticks, and long-range projectiles.
Also, jokingly, Mage Hunt’s bosses can clash with each other, causing them and their minions to defeat it. It leads to hilarious situations where a boss’s health has dropped to a low threshold before you fight them due to damage from other sources. Another mechanic called Fated Hunts, where you track a specific target rather than randomly spawning.
No more maps?
One problem I encountered while playing Salt and Sanctuary is missing the map, and this sequel continues the trend. Okay, the other Metroidvanias had their own presentations. Eg, Watch: The longest night and Grime has a rather confusing layout, while Lily feel more manageable.
In Salt and Sacrifice, the lack of a map is complicated by bosses and locked doors. Firstly, Mage bosses don’t leave smoke trails if the Mage Hunt is inactive (i.e. they just spawn randomly). As a result, chasing them around can be a daunting task, especially when you’re on the wrong part or corridor. This is exacerbated by lots of enemies moving around and spawning opponents, leaving you vulnerable to merciless attacks or juggling if you’re not careful.
Second, there are forbidden doors that can only be opened when you have “swallowed” a certain number of Mage souls in a certain area. Without a map, it’s hard to remember where they are. I often find myself just focusing on the main objectives instead of looking for secrets or rerun areas. Furthermore, your character will only appear in the center area when using the hub’s portal (you cannot teleport to another turret in the same area). You really need to remember where you are in order to remember where you have to go.
The last point of contention that I have when discussing Salt and Sacrifice is that it doesn’t feel appealing. Gone are the days when boss battles were actually delivered. Instead, they just throw at you when you’re moving around. It leads to something bland and a bit tedious, which I don’t usually experience when playing soul-like Metroidvanias.
After completing the campaign, I really don’t feel like finding out all the remaining secrets. Don’t get me wrong, I’ll end up writing a tutorial on these. However, in terms of mere discovery and enjoyment, the feeling of discovery seems to be lacking. You can give it a try if you are a big fan of the original. Then again, the lack of maps and the repetitive nature of the combat can be frustrating if you’re still in the fence.
https://www.pcinvasion.com/salt-and-sacrifice-review/ Salt and Sacrifice review — A boss-filled bonanza