Having only seen a few, it’s difficult to speculate on what they’ll be like in the final game. There were a handful of bosses to fight, including the now-standard insta-death intro boss who flattened me like a bunny in a steel roller. A handful of doors were sealed by the “Power of the Demo”, which made me chuckle. Journeying through ruined towns and down into darkened mines, Salt and Sacrifice’s intuitive level design makes it fairly easy to find your way around. Put simply, your job is to hunt down errant Mages (here portrayed as screen-filling monstrosities) and put an end to their evil. Little of it makes much sense at the moment, but it doesn’t really need to. Right now, there’s a bunch of NPCs spouting place names and concepts out-of-context. Whether the hub shown in the Beta is how it will look in the final game remains to be seen but it’s not likely to change much. Salt is the currency you need, and getting back to safety with enough to spend is half the battle. You can only level up at specific shrines – one of which is found in the hub of the beta. You’ll not only improve stats and unlock skills, but you’ll be able to use and wear more advanced versions of your weapons and armour. You can build away or into this class as you progress along the wildly branching skill trees. There’s also a jump (although this lacks invincibility frames), and various throwing weapons and, of course, spells should you build that way.Īs is de rigueur, the class you choose at the beginning only determines your starting gear and initial stats. You can perform light and heavy attacks, and dodge forwards or backwards. Being spread exclusively across a 2D plane, Salt and Sacrifice’s combat is less nuanced and complex than that of its 3D cousins. Obviously, this makes for quite a steep challenge. It’s similar to being Unkindled in Dark Souls. In real terms, this means you’ll have reduced HP until you restore yourself with a rare item. You’ll be brought back to life upon death, which will leave you weakened by the weight of your Guilt. You play a Marked Inquisitor, a convicted criminal sent to some hellish mire to hunt Mages. Most people don’t play Soulslikes for the easy-to-follow story.Īnd this is a Soulslike, through and through. Will it all become much easier to understand at launch? Probably not. It’s also just as obscure – even moreso at present, as the beta seemed to have missing item descriptions and placeholder text. It was a game just as able to infuriate as thrill, built to be challenging, but, perhaps, a little too obscure for its own good.īased on my time spent with the Salt and Sacrifice closed beta on PS5, it’s following a familiar template. Similarly to Dark Souls, much of Salt and Sanctuary felt like walking down a dark corridor full of shin-high coffee tables. And so you can imagine my excitement when Salt and Sacrifice was announced. Like many, I’d mostly resigned myself to the fact that a sequel just wasn’t on the cards. James Silva of Ska Studios cemented himself as a genius in my eyes, as even now his 2D imagining of a Soulslike universe remains one of my favourite games of the last decade. Five years on, I still find it hard to believe that Salt and Sanctuary was developed by one man.
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