Right now, I’m bumbling around as a spear-wielding soldier, the kind of bulky build I usually gravitate towards in Dark Souls. I’m only a few hours into Salt and Sanctuary, but the hooks are digging in. I love how much this game unabashedly embraces what From Software’s been doing in 3D, and plants a fresh twist on the idea. None of this is meant to denigrate the game, of course. Players can leave bottles around the world with cryptic messages. The world is a large maze that gets smaller as you find shortcuts.Īround every corner might be a treasure chest…or a boss battle. You’re stuck with a stamina meter that limits attacks and moves. Players replenish their health out of an estus red flask.Īfter defeating a boss, the game declares them defeated vanquished. You level up and respawn at bonfires shrines in the world. I mean, the comparisons are really hard to ignore after a while! Some games would probably bristle at being so closely compared to another, but Salt and Sanctuary doesn’t seem to have a problem with it. (More Bloodborne than Dark Souls, if we’re keeping the comparisons up.) This means you can do some gnarly things to enemies, like send them flying into the air and attack while they’re unable to respond.Įven though your moves are animation-locked in the same way as Dark Souls or Monster Hunter - once you swing, you can’t interrupt - there’s a fluidity to Salt and Sanctuary that makes it feels faster and more dynamic. Two, there’s a legitimate combo system, a carryover from Ska Studios’ previous games. Too often, I’ll run into them like a brick wall.) (The roll is a little frustrating in 2D, though, as it’s really difficult to judge if a roll lets me move past an enemy. This enables you to move around enemies and avoid their attacks, a compliment to the roll that allows you to shift forward and back. One, it’s possible to hop all over the place you have a proper jump button. Though you can’t move in 3D, the game gives players some new options. Losing the ability to circle around an enemy, a hallmark of Dark Souls combat, takes some getting used to. What exactly does Dark Souls in 2D mean, though? For series veterans, it’s an adjustment. Waking up on a mysterious island full of monsters, it’s your job to somehow get her back. The player is part of the princess’ royal guard, but you screw up and she gets kidnapped. The premise is simple enough: the land has been engulfed in war, but a royal marriage may finally bring peace. Even when it does, something unexpected happens and you’ll die anyway. Just like Dark Souls, you’ll die a lot in Salt and Sanctuary before it clicks. Salt and Sanctuary is a demanding action game that pits players against seemingly impossible odds. (Yes, they’re married.) They have been quietly working on Salt and Sanctuary for the last few years, and while it’s been billed as “2D Dark Souls,” I wasn’t sure what that meant until now.Īs it turns out, it means what you think it means. It’s been a few years since we’ve heard from Dishwasher creator Ska Studios, the tiny development studio primarily made up of designer James Silva and art lead Michelle Silva.
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