Salt and Sacrifice doesn’t want to be called Salt and Sanctuary 2. And I understand. Even if it doesn’t seem like it at first glance, the formula has changed a lot. There’s a lot less exploration in exchange for a greater focus on combat, co-op, chasing, and slaying mages. We talked about how the change made him feel.
To me, Salt and Sanctuary it was a surprise. Despite an art style that I never connected with, its gameplay, world, and pace blew me away. I loved the original video game, released in 2016, like SoulsLike in 2D, but mostly for that delicious aspect of Metroidvania: giving the player new abilities to enjoy a lot on the way home. Six years later, we get a new title from Ska Studios. At first, I couldn’t understand why they didn’t call this game Salt and Sanctuary 2. After playing the game for almost twenty hours that it took me to access the credits, I understood: This is another thing. There’s not so much exploration here, nor the need to backtrack. salt and sacrifice It is much more focused on combat, on organizing fights and courses so that doubles are particularly appreciated, on action, on combos and on mobility. If you push me, I’ll even tell you that it’s the sekiro of this development team, bridge the gap and refer to the experimental in the trajectory of the study.
Sekiro was a video game designed to test things. Narratively, this served to fix the ideas of Uprooted, build one of the best counterattack systems in history, and introduce both hook and jump into the Souls formula. I felt a lot of things like that in Salt and Sacrifice. The parade he has is very demanding, there is no longer that feeling of being pilgrims, but we return to a central base to heal ourselves, level up and accept missions to kill specific magicians. And that changes everything from the first one, just like Sekiro changed from Bloodborne. It shows that there’s a lot of care in calculating our perfect dodge with the dash, and there’s also a very powerful improvement in the pleasantness of doing a dash. combo toggle buttons. In the artistic field there are also many novelties; although more than new, it is different. They follow the same character and monster designs that I don’t connect with at all, but there is an effort to find an absolutely unique setting with the use of differential reflections, architectures, doors, and trinkets.
And in this experimentation, in this small but complicated exercise of starting over, there are hits and misses. Generally speaking, we lose more than we win. It’s not that Salt and Sacrifice is bad or not very funny, because it amused me, but it’s as if it was not able to realize the new ideas it offers. The world is built in small regions. There are a few totems to rest on and travel to a central HUB where you can upgrade weapons, power up, and talk to characters. This generates a back and forth loop more typical of Fate what about dark soulsso it dilutes a lot the good feeling of pilgrimage from the first game. And what we are given in return is not up to par.
The scenarios are not so well constructed and there are many situations that repeat themselves. We are an inquisitor and our task is to kill magicians. We travel to a medium-sized area, find mages, kill them, and during this time also eliminate other bosses that advance the story or provide access to new equipment. When wizards kneel on the ground, we devour their hearts. And as we eat them, certain doors or others open on the map, we move forward and continue.
Salt and Sacrifice is very different from Sanctuary
But of course, for this structure to serve us to accept it in exchange for the trip of the previous one, what had to be done is that the fights were very interesting. In Sekiro there is hardly any rewind, areas and enemies are repeated, but the fights we have in return It’s like injecting dopamine through your eyes.. Salt and Sacrifice has more elaborate mobility, and there’s an evolution in both its momentum and parry. Our protagonist starts the game being able to bounce off the walls and learns how to use the hook shortly after starting. can also run. This is all used to chase mages around the stage, as they show up but then run away, releasing enemies on the way out. They force us to experience the environments in a different way from the first time we crossed them, to jump more and free ourselves from the hordes of enemies; but these situations happen too regularly and end up becoming repetitive.
In addition, although the mechanics of our character seem finer, the final enemies carry out well-known and already seen actions. There is a lot of deja vu. In other words, in Salt and Sacrifice, many ideas have potential, but they didn’t come together enough to achieve it. at the level of excellence of the first title. It’s like Ska Studios is trying to break out of that genre or bring in something new and different. But there is something I must recognize: in cooperative, the game is very fun. I didn’t say before that it felt like Destiny proper. This structure in the form of missions, with a more limited and measured exploration, makes the game with a friend more bearable, because in the end it seems that is what this title wants to aim for: to be a multiplayer title in which complete assignments with colleagues. So if double Souls is what you need right now, go for it. Moreover, the game is very affordable. It’s 16 euros in the Epic Game Store and, honestly, for that price, it’s definitely worth having the glove.
There are many ideas with potential, but they did not materializeWhile I completely understand what Ska Studios tried to do with Salt and Sacrifice, and while it wasn’t a bad game at all, I have to say that it didn’t completely work for me. There are half-baked experiments and novelties, and what’s taken from the original isn’t matched by what’s been added to it. In duplicate, the title works better, showing that it wants to be less SoulsLike and more missions and cooperative actions. I enjoyed it, I ate the hearts of all those magicians very well, I experienced again this cool way of raising my statistics through a skill tree, but this genius point of the first is not the. And after proposals as good as Blasphemous Is ender lilyHe even feels a bit old.