Showing posts with label Dark Souls. Show all posts
Showing posts with label Dark Souls. Show all posts

Friday, September 23, 2016

The Impact Factor Ep. 73: Video Games Worth Living In
Podcast
Welcome to the 73rd episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Berserk, Persona 5, From Software, Armored Core, Pokemon, Clash Royale, our listeners’ shame games, 5 great games for newcomers, video game worlds we want to live in, Severed and much more!


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Friday, August 5, 2016

News & Views
7/30/16-8/5/16

Summer Games are afoot. Rio’s opening ceremony airs tonight and Lucioball is talking folks by storm in Overwatch. While you wait, why not sit down to read a few pieces of great gaming writing?

News & Views collects the week’s best writing about video games and puts it into one convenient place. Check out the links below for stories about the relationship between goats and DOOM, the insane fan culture that’s arisen around No Man’s Sky, and the less than stellar race politics of the new Deus Ex game.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Patrick Stafford, Polygon

Worth Reading
Austin Walker, VICE

Patrick Klepek, Kotaku

Maddi Chilton, Kill Screen

Reid McCarter, Kill Screen

Mantin Lu, Gamasutra

With Comments
Matt Sayer, Unwinnable
As a long time Souls fan I’ve long wondered if there was a way to make the games more accessible without compromising their unrivaled design. The answer to my own question was typically a resounding no. Matt Sayer also investigates this question. He provides some possible avenues to consider: like directing the player to focus their attack on a specific part of the boss via glowing limbs, or warnings for players about to fall to their deaths. I like what he’s trying here, but disagree that these would work. More thought is needed.

Emeric Thoa, Gamasutra
I quite enjoyed Furi. I really appreciated how dedicated that game was to its core principles, for better and worse. Emeric Thoa, one of the game’s designers, writes about their philosophy for the game. Of the most interesting aspects is The Game Bakers’ goal to make a ‘triple I’ game. It centers around the idea that you cannot compete with AAAs in terms of scope, so you must focus on one feature and make it exceptional. This will help your game stand out among indies. Thoa also writes about how, in doing so, you cannot worry about alienating a large audience—you can’t please everyone. 

Friday, May 27, 2016

News & Views
5/21/16-5/27/16

Memorial Day weekend is upon us! I hope everyone has made some plans to enjoy their extra day off. I know I have. Got some movies slotted to watch with the finacée, shopping to do, and of course, more Overwatch to play. It should be a good weekend.

News & Views is your weekly dose of great gaming writing. I find great editorials, stories, essays and more and put them all into one convenient place. Check out the links below for stories about the biggest online troll in Dark Souls, how DOOM represented gaming’s punk movement, and how environmental storytelling in roguelikes can be gripping.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Ana Valens, Kill Screen

Worth Reading
Sharang Biswas, Kill Screen

Alexandria Marie, Medium

Keith Stuart, The Guardian

Ben Kuchera, Polygon

Bruno Dias, Zam

With Comments
Delilah Sinclair, Paste
Playing Overwatch has surprised me. I thought I had moved past playing competitive online first-person shooters, but here we are. But for as much as I like the game, it has been hard putting my finger on exactly why Overwatch is so great. Perhaps the answer can be found in Delilah Sinclair’s write-up on Paste in which she details how the game creates a friendly competitive space for all.

Patrick Klepek, Kotaku
Klepek continues spotlighting some of gaming’s most fascinating stories. This first I found this week was about a notorious troll in the Dark Souls online community. Unlike so many trolls that try to kill the fun for others, Iron Pineapple is all about creating ludicrous situations that you can’t help but smile about. Iron Pineapple’s story is a unique one, and worth reading for Souls fans and non-fans alike.

Patrick Klepek, Kotaku
More Klepek! This was is a doozy. Aparently, Doom fans can assembled a theory that links the narrative of every single game. A Doom cinematic universe, if you will. Who knows if the theory has any merit, but it was a great story to read. I love these kind of deep dives into video game lore, world building, and environmental storytelling.

Friday, May 13, 2016

News & Views
5/7/16-5/13/16

Hello and happy Friday! I know that I’m looking forward to the weekend, what about you? My last few have been relatively busy, so I can’t wait to just relax with the fiancĂ©e, watch some K Dramas, and play the heck out of Uncharted 4. It has been fantastic so far.

News & Views collects the week’s best writing about video games. Check out the links below to stories about the best hand animations in first-person games, the artists and art that inspired Dark Souls, an argument for better systems in place to stop racist Twitch chat, and an opus on Lionhead studio from origin to closure.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Wesley Yin-Poole, Eurogamer

Worth Reading
Zack Kotzer, Kill Screen

Alex Wawro, Gamasutra

Gareth Damian Martin, Kill Screen

Chris Plante, The Verge

Patricia Hernandez, Kotaku

With Comments
Christopher Livingston, PC Gamer
What a fascinating spotlight article. Hand animations are an essential part of so many games today. In my experience I don’t tend to notice when they are bad, but holy cow do you notice when they are done well. One of 2016’s best games, Firewatch, features great hand animations. The article is worth reading for the gifs alone.

Carling Filewich, GosuGamers
I’ve had it with Twitch chat for large gaming tournaments. An unacceptable level of “trolling” i.e. racist, sexist, disgusting vitriol is allowed to happen. I was so excited to see TerrenceM play at Dreamhack this past weekend – and he was playing great. To see what was happening in the chat every time he was spotlighted made me sick to my stomach, though. Enough is enough. If Twitch users can’t responsibly chat, there shouldn’t be chat at all.

Alex Gilyadov, Paste
Alex Gilyadov presents some compelling arguments as to why you shouldn’t immediately write off the much-maligned Final Fantasy XII. I enjoyed playing XII contemporary to its release, but the game never really clicked with me. Do I think it is the most underrated game in the series? Actually? Maybe. There are several overrated Final Fantasy titles (VIII comes to mind), but not too many that are underrated. So congrats, Final Fantasy XII. At least you have that going for you. (P.S. The Zodiark fight is still bullcrap)

Philippa Warr, RockPaperShotgun
Philippa Warr’s piece on RPS is the Dark Souls of articles. Haha, joking. I, too, am guilty of describing things as the “Dark Souls of ____.” Warr’s comedic take on this now common gaming jargon is great and well worth reading. Not that I agree with all her points, of course. But I supposed I couldn’t fully agree, since The Impact Factor is the Dark Souls of gaming blogs. Ok, sorry. That’s the last one I promise.

Tuesday, May 10, 2016

To End The Fire
Review
Dark Souls III, From Software (PS4)

Abstract: Despite an initial hesitance, one that unfortunately loomed throughout my entire playthrough, I’m happy to write that Dark Souls III delivers. In a number of significant ways, Dark Souls III is the best Souls game to date. Combat is faster and more skill intensive than ever. Smart new systems add to the intricate balance of risk versus reward that teaches players to succeed organically. The world is intricately crafted and steeped in fascinating lore. It is a culmination of a franchise I regard at the center of my gaming identity. Dark Souls III is a perfect conclusion to the Dark Souls franchise and easily one of the best games of the year. I’m ready to say goodbye.

For the first time ever, a new Souls game was not at the top of my year’s most anticipated list. It’s not that I had low expectations: everything I had seen about Dark Souls III looked great. It’s not that I feared weak direction: Hidetaka Miyazaki was back on board to steer the Dark Souls ship in the right direction. It’s not even that the game was hitting at a time inundated with other new releases: Dark Souls III released during a relatively slow period in gaming. But there was something different about the release of Dark Souls III, and it colored my early interpretation when I first jumped into the game.

Dark Souls III is the third Souls game in as many years, following last year’s game of the year Bloodborne, and the year before’s runner up Dark Souls II. Dark Souls III would have to not only bring something new, but also perfect the familiar to give me that same amazing Souls experience I look forward to. Did it deliver? The answer is exceedingly complex but in short: yes, very much so.

The story in Dark Souls III immediately felt familiar to longtime fans, while being accessible to newcomers. Since the end of endless, the world of Dark Souls has been defined by a terrible cycle. Flames burn bright, ushering in prosperity throughout the land and bequeathing unrivaled power and god-like status to those who wield the flame. Invariably the fires grow dim, bringing about death and decay. For centuries, the keepers of the flame have sacrificed themselves to rekindle the world’s fire. And so the beginning, diminishing, and rekindling cycle repeats endlessly. In Dark Souls III, your hero once again arrives at the end of this cycle tasked with an almost impossible mission: to decide the fate of the world.
 
Lothric has seen better days.
In Dark Souls III specifically, you quickly learn that the keepers of the fire (called Lords of Cinder) are shirking their duties. Unwilling to end themselves to rekindle the flame, the land of Lothric is falling deeper and deeper into darkness. It is therefore up to you to find the four Lords of Cinder and end them yourself, so that the cycle can begin again. Or not, depending on the player’s actions. The plot isn’t exactly detailed for the player, on par per the rest of the Souls series, but is still perhaps the franchise’s most straightforward quest. Where it gets complicated, and fantastic, is in the world of Lothric itself. Lothric exists as a paradoxical mashup of past cycles, featuring familiar sights and characters from both Dark Souls I and II. It was great discovering who the characters were, both new and old, and how they fit into the synthetic new world. It works as both an exciting new setting while also acting perhaps as a commentary on the franchise itself: you’ll tread familiar ground, but in new ways. Similarly, it also felt like an end point: you’re returning to these familiar locations and characters because it will (or should) be the last time you see them. The melancholy of that realization only further strengthened the sadness built into the crumbling kingdom of Lothric.

The familiarity of Dark Souls III permeates its core experience, but it is no more evident than in the gameplay systems. Estus Flasks return as your sole source of health restoration. Bonfires act as checkpoints that not only heal players, they refill flask charges, repair weapons, and respawn enemies. Bosses are found behind ominous fog walls, challenging players to a tense battle to the death in their arenas. Dark Souls III has an almost unmanageably large suite of weapons, armors, shields, spells, miracles, and pyromancies for your character to fight with. I stuck to the basic longsword + shield + medium armor build that always gets me through my first playthrough. While it felt familiar, the underlying systems still made my roughly 35 hour time to completion satisfying throughout.
 
A familiar view for any Souls player.
Combat in Dark Souls III is the series’ best. What worked from the previous two games is kept in an identical fashion: every fight is a tense balance of risk and reward as both player and enemy alike die within a few blows, the stamina bar makes each encounter exciting as you need to carefully plan your attacks and blocks, and pattern recognition remains key to your success. Here again, the player is the experience points. You get better at Dark Souls III because you are better, not that your character has reached the right level or found the best sword. It’s hard to gauge the game’s difficulty overall because I have become so accustomed to the systems, but Dark Souls III did feel among the easiest in the franchise and perhaps a good starting place for beginners.
 
Pro tip: Nearly every chest in Dark Souls III is a mimc.
Attack on sight.
Dark Souls III is not without its innovations, however, as the series continues to not only learn from past mistakes but also refine the already stellar gameplay package Dark Souls is famous for. Dark Souls III is the fastest Dark Souls game yet, clearly inspired by the fantastically fast Bloodborne. It adds to the game’s skill ceiling and made combat feel fresh. Dark Souls III also introduces the Focus Point (FP) system, which acts similarly to the magic bar found in Demon’s Souls. FP is used to cast spells, miracles and pyromancies but also for another new addition: weapon arts. Each weapon as a special attack, or set of special attacks, that consumes your FP meter. It’s a small addition but one that worked well and made what was usually a useless stat for melee-only players (which I imagine is a great deal of the player base) something meaningful. The FP meter can be restored with the new Ashen Estus Flask item. The Ashen flasks are yet another smart addition to the game, as choosing to equip Ashen flasks remove from your total available charges of your health flask. It has the player make tough decisions: how much do I value FP restoration? Is it worth losing a precious healing charge? What would it be like if I did all ashen flasks? And on and on. Dark Souls III’s refinements to the combat experience are minor, but all work together with an already robust foundation to create, in my opinion, a perfect Dark Souls combat experience. It just doesn’t get any better.

World design in Dark Souls III feels like a 1:1 combination of the previous two entries. Dark Souls III brings back the amazing verticality found in Dark Souls. Exploring thoroughly almost always leads to the discovery of a shortcut that completely redefines your perception of the zone’s geography. Each of the discrete zones felt handcrafted and remarkably clever: mazes that aren’t really mazes, long routes, short routes, tough routes, easy routes, with beautiful backdrops accompanying them all. Unlike Dark Souls, and similar to Dark Souls II, the third is a deeply linear experience. You can find some branching paths and a couple well-hidden optional areas, but the majority of your exploration is from A to B, in a straight line. I appreciate that it was less linear that Dark Souls II, but I would have loved a return to the complex and real feeling world of Lordran.  
 
A graphical depiction of each Dark Souls game's progress route.
Bosses are a hallmark of the Souls franchise and are done well here. For the most part, Dark Souls III avoids past errors like having too many similar boss fights or bosses that aren’t fun to fight against. A few exceptions aside, each boss is either a) a fun fight or b) an awe-inspiring monstrosity. Many check both boxes. Overall, however, there weren’t many bosses that left a lasting impression. They were good, but not great. I commend a return to giving players some truly creepy and intimidating monsters to fight against, I just wish they made a bigger impact. That said, two fights in particular (being vague here but: the brothers and the nameless) are absolutely fantastic. I wish I could go back and fight them again.
 
The fight was both a) and b). It also killed me the most of any boss.
Ya jerk.
Despite all my glowing praise, and I do mean every word I write, something just felt off while I was playing Dark Souls III. I wasn’t meticulously scouring the world for every hidden secret. I wasn’t trying to perfectly optimize my player build and weapons. I didn’t engage with any online play or covenant shenanigans. I felt elation at beating some bosses but nothing matched my stand-up-and-cheer victories of past entries. I got the game on release day but didn’t play until nearly 5 days later. I also feel no compulsion to get the game’s platinum trophy. I’ve reflected on these feelings for nearly 3 weeks now and I still have no concrete answer as to their true root. Maybe 3 Souls games in 3 years is just too much? Maybe 2016 has a lot of other games that feel newer and more exciting? Maybe something is off about Dark Souls III and I’m just missing it? It is too hard to say. Because despite what I just wrote, I still played 16 hours in my first two and a half days after booting up the game. I still played essentially nonstop until I had beaten the game, gotten all endings, and finished all optional zones and bosses. Both in the moment and upon reflection, I still appreciate just how expertly crafted Dark Souls III is and the purity of its game design. I would still be excited for another Souls game next year, confusingly enough. I’m ready for Dark Souls to be over, but at the same time that thought devastates me.
 
I don't want to leave. Not really. But then I do. I'm so conflicted.
Regardless, Dark Souls III is great.
What is clear, however, is that Dark Souls III is an absolutely phenomenal game. Removing my weird mental state makes it one hundred percent obvious. Gameplay has been perfected. The story wraps up so many loose ends and gives a definitive conclusion to the franchise. Dark Souls III still deeply engrossed me in its world, start to finish, and I feel better for playing it. Dark Souls III is a great culmination of what the franchise has built towards and an exceptional experience in its own right. I’m glad the Souls series is taking a break, but I’m even more glad Dark Souls III is the game it’s (supposedly) ending with. It really could not be any better. Thank you for everything, Dark Souls. Here’s to the future.

Dark Souls III
5/5

Friday, April 29, 2016

The Impact Factor Ep. 52: Cowboys, Airships, Tentacles
Podcast
Welcome to the 52nd episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Nintendo, the NX, Persona 5, From Software, Amazon Prime, Oxenfree, Call of Duty, Darkest Dungeon, Hearthstone, Dark Souls III and much more!


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:
www.flissofthenorthstar.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
freemusicarchive.org/music/Indonesi…s_Compilation/
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
freesound.org/people/victorcenusa/sounds/148785/
freesound.org/people/victorcenusa/sounds/148784/
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)
freesound.org/people/Setuniman/sounds/143994/

Friday, April 22, 2016

The Impact Factor Ep. 51: PlayStation Tank
Podcast
Welcome to the 51st episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about about PS4 NEO, GameTrust, Dark Souls 3, Hearthstone, Pyre, Xbox 360 ending production, labor conditions in gaming, the DOOM Beta, Enter the Gungeon and much more!

“Game developers must avoid the ‘wage-slave’ attitude" by Alex St. John, VentureBeat
“Recruiting, Training and Retaining GIANTS” presentation by Alex. St. John
“Game Industry Veteran Writes Horrifying Article In Defense Of Poor Working Conditions” by Jason Schreier, Kotaku
“An In-Line Response to ‘Wage-Slaves’” by Rami Ismail


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:
www.flissofthenorthstar.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
freemusicarchive.org/music/Indonesi…s_Compilation/
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
freesound.org/people/victorcenusa/sounds/148785/
freesound.org/people/victorcenusa/sounds/148784/
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)
freesound.org/people/Setuniman/sounds/143994/

Tuesday, March 22, 2016

Supreme Architect
Review
Salt and Sanctuary, Ska Studios (PS4)

Abstract: Salt and Sanctuary is a 2D action-platformer with heavy role-playing game and metroidvania influences. Sold to players as “2D Dark Souls,Salt and Sanctuary had a lot to live up to. Thankfully, the game met and even exceeded expectations. Salt and Sanctuary skillfully reimagines Dark Souls as a 2D adventure, including hallmarks of the prestigious franchise as well as bringing something new to players. Great combat, punishing difficulty, organic world building and masterfully designed platforming can be found throughout. A few gameplay missteps detract from the final experience, but taken as a whole, Salt and Sanctuary is a remarkable experience that’s well worth playing.

You awaken in a dimly lit room. You’re at sea, aboard a wooden ship buffeted by a turbulent storm. A quick walk down the hallway and you find yourself greeted by a worried looking sailor. Out of nowhere, an assassin comes out of the dark and ends his life in one fell swoop. A bloody display. You were among a group of individuals tasked with protecting a princess in her diplomatic journey across the ocean—your country’s last best hope at peace. Slicing your way through the swashbuckling assassins brings you to the deck of the ship, soaked by the rain’s heavy downpour and enveloped by the all-encompassing blackness of night. In front of you stands something unbelievable. In front of you stands a towering eldritch horror, with hulking arms and flowing tentacles. It’s The Unspeakable Deep. You’re taken out in one hit, only to awaken shipwrecked on a gray, fog-enveloped island. Your journey has truly begun. Prepare to die.

Welcome to Salt & Sanctuary.
That is how the player is introduced to the world of Salt and Sanctuary, a 2D action-platformer from Ska Studios. Salt and Sanctuary comes from an incredibly small independent studio—a husband and wife. The first game in PlayStation’s annual Spring Fever promotion, now titled “Launch Party,” Salt and Sanctuary amassed an eager fanbase as the game was gradually revealed to the public. A lot of that initial excitement at least, stemmed from the game’s clear inspiration: Dark Souls. The developers themselves sold Salt and Sanctuary as a “Soulslike,” a game that draws thematic, world-building and gameplay inspirations from the hugely influential Souls series. I’ve written quite a bit about my love for the Souls series here on The Impact Factor. The term “Soulslike” is new, and one I expect we’ll see with increasing frequency as the industry moves forward. But what are the tenants of a “Soulslike”? If Salt and Sanctuary and the Souls games are any indication it’s (1) a simple but mechanically complex combat system, (2) punishing difficulty based upon pattern recognition and self-improvement, (3) organic world-building through sparse characters interactions, environmental hints, and/or item- and boss-based cues. Ska Studios, through Salt and Sanctuary, intended to make a 2D version of Dark Souls. Did they succeed? Unequivocally yes. And it’s truly remarkable.

Derived from a now fairly long lineage of Souls games, the story of Salt and Sanctuary only gradually makes itself clear as you progress throughout the game. After washing up on The Shivering Shore your objective isn’t clear. You need to move forward. Your quest is part finding a way to get off this foreboding island and part figure out what exactly is happening in this increasingly mysterious place. A short stroll finds you surrounded by undead ghouls as they participate in their festering banquet. It’s clear that there is evil on this island. An evil you’ll have to fight. Perhaps the same evil behind the attack on your boat? As you get further into the game, the true vastness of the island is revealed. There’s a gargantuan ziggurat, a dark woods, a floating castle, a laboratory. The geography is diverse and confusing, but it all fits together. It’s the work of an evil architect, one that’s supremely powerful. I won’t get much more into Salt and Sanctuary’s story in part because it’s worth discovering for yourself and in part because I’m still trying to piece together what all transpired. Suffice to say the narrative is enough to keep the player moving and the world is fascinating enough to keep you hooked.

Explore the world and meet new people. Well, death and monsters mainly.
The core facet of your experience in Salt and Sanctuary, or any Souls game for that matter, is the gameplay. Souls games have been widely praised for how expertly crafted their gameplay systems are. As I have written before, the Souls games “exude complete confidence in every single design decision.” Dark Souls and Bloodborne are masterclasses in excellent game design. So I felt it only fitting to spend the bulk of my review writing about the gameplay in Salt and Sanctuary.  I want to preface my discussion by saying that I am writing from the perspective of someone who is deeply passionate about the Souls games. As someone who scrutinizes the minute details of how I interact with the games. Ska Studios willingly brings comparisons of their title to Dark Souls by selling Salt and Sanctuary as a 2D Souls game. Therefore, even more so than in my other gameplay-focused reviews, I will be more specific and severe in my analysis of Salt and Sanctuary’s gameplay mechanics. I owe that much to a “Soulslike.”

Let’s start with talking about combat, the first hallmark of a Souls game. It’s what you’re engaging with for a majority of your roughly 15-20 hour first playthrough. Salt and Sanctuary’s combat is excellent. Attacking is fast and fluid, but always thoughtful. Every action, attacking or jumping, requires stamina. Stamina is represented by a green bar below your health. You need to wait between attacks to allow your stamina to regenerate which, to be fair, happens quite rapidly. The combat itself is remarkably simple and pulled straight from other Souls games. You need to balance attacks with dodging or blocking, brashness with hesitation while learning enemy attack patterns, and pushing your luck versus stepping away to heal. It’s a dynamic dance of risk and reward that you’ve seen before, but it still works so well. Salt and Sanctuary nails that Souls combat feeling—what you’re doing is simple, but executing your actions perfectly is immensely skill intensive. The combat makes great use of the game’s 2D world, allowing the player to visualize enemies in the 2D space and plan their attack strategy accordingly. See a big brute flanked by two smaller enemies? Try to jump around the map to draw the smaller monsters away to finish them one by one.

Combat in Salt and Sanctuary is deeply satisfying.
Salt and Sanctuary has an incredibly well thought healing item system, keeping it (for the most part) to one “Estus Flask” like restorative item that has a limited number of uses. The uses regenerate upon resting at a checkpoint (sanctuaries). Salt and Sanctuary also has a remarkably clever risk-reward system with wounding & focus. Each time you get hit by an enemy you are wounded, temporarily losing a small portion of your maximum health until you return to a sanctuary. Focus acts a similar way but for your max stamina and it is triggered by casting spells. Both wounding and focus keep you keenly attentive on every moment of gameplay. Get hit too many times before getting to a boss? You’re going to be working with a reduced total health pool that could make the difference between winning and losing. Cast too many spells? Now you not only have to watch when & how you cast spells at the boss, but your ability to roll out of danger is also reduced (it costs stamina!). Wounding and focus add to a solid Souls combat foundation in novel ways and round out an already exceptional combat experience. Hallmark one, check.

Salt and Sanctuary’s combat is not without its faults, however. The chief issue among them is the game’s dodge roll—it just doesn’t one to one translate from 3D to 2D. Rolling is an essential part of the Souls games, as blocking with your shield will often fail you. Overall the roll works well, with telegraphed invincible frames and distance traveled. What doesn’t work, however, is trying to roll around or past enemies. It’s wonky. Because Salt and Sanctuary is a 2D game, rolling past an enemy requires rolling through them. But enemies take up physical space and have their own hitboxes. You cannot be standing in the same place as an enemy, nor walk through them. But it also means that rolling through them (essential for many boss fights) can be hit or miss. Space your roll just slightly incorrectly and you’ll roll into a boss rather than through it. It can lead to frustrating and sometimes cheap-feeling deaths. Not good. Salt and Sanctuary’s combat also has some balance and strategy viability issues too. Fast-hitting low damage weapons are essentially useless with the damage scaling system in place. Heavy hitting weapons like greatswords and greathammers are overpowered, touting little risk with great rewards. Not every weapon has to be equal, but to gain no advantage whatsoever for using a dagger over a greataxe is an issue, albeit small (because I love using giant weapons, per my JRPG heritage).

Using magic won't stop your need to cleanly roll through enemies.
I died a lot by ending up on the wrong side of a monster.
How does Salt and Sanctuary fare when looking at a Souls game’s second hallmark: punishing difficulty based upon pattern recognition and self-improvement? Pretty darn well. Salt and Sanctuary feels like a Souls game. Each new area is nerve wracking and death by silly mistake hides behind every corner. Each new obstacle you overcome leaves you with a sense of elation. You overcame the odds and executed your plan to perfection. All enemies are lethal. One on one you have the advantage, but you’re often pitted against several deadly monsters at once. Monsters and bosses alike have clear patterns ripe for exploitation. Patterns that are essential to memorize if you hope to quickly and efficiently take out your foe. Boss fights are standout in the Souls series and are done well in Salt and Sanctuary too. Bosses range from the grotesque to the dark, from man to monster to everything in between. Visually, bosses are stunning, often placed against dramatic backdrops. Getting better at Salt and Sanctuary does rely on leveling up and improving your weapons and armor, certainly, but even more important is the player’s self-improvement. You are the experience points. I was able to beat 75% of the game on a fresh second playthrough in 3.5 hours because I had gotten better. It is an exceptional, and essential, feeling that I was so happy to see recapitulated in Salt and Sanctuary.

The place where the Souls difficulty begins to stumble, however, is a little over midway through Salt and Sanctuary. The game loses a lot of its challenge. This is due in large part by recycling of enemy and boss attack patterns. It got to the point where I could look at a boss I’ve never seen before and already know how it would attack and how I should dodge. This is where a little more boss diversity would have been nice. There are just too many “big humanlike dude that has 3 attacks.” I can think of no better example than the final boss itself. I beat it on my first try. I’m good at Souls games, but not that good. Neither had I overleveled nor worked too hard to upgrade my weapon. I just looked at the boss and figured (correctly) what its attack patterns would be. The final boss in particular should be the culmination of your experience with the game and a final test of the skills you’ve gained throughout. In Salt and Sanctuary, the final boss (and several others along the way) were a bit of a letdown.
Not as hard as he looks.
The final hallmark, organic world building, Salt and Sanctuary knocks out of the park. Salt and Sanctuary’s lore and island are fantastically rich. Item descriptions are a blast to read, adding to the world at large piece by piece. You meet a few other adventurers throughout your journey, each of whom is interesting and enlightening of the game’s hidden lore. The island itself is standout because it not only facilitates a diverse gaming experience, taking you to varied locations for your adventure, but all of it fits within the larger narrative of the game. The hodgepodge is explained. Even more impressive is the island’s interconnectivity. I got jaw-dropping moments like those I had in Dark Souls or Bloodborne when a shortcut would open, linking two seemingly disparate areas together. Salt and Sanctuary’s map is one huge open world. Discovering every nook and cranny is a joy and you never go unrewarded, be it lore-wise or loot-wise. The world’s design just feels so clever, so well thought out. With no in-game map and a gigantic world you’re tasked with exploring, you’re forced to make a mental map. In the process you deepen your immersion. I got lost in Salt and Sanctuary’s world.

Salt and Sanctuary's world is huge and interesting. And interconnected.
And now I want to go explore some more.
Where Salt and Sanctuary dramatically differs from other Souls titles is in its 2D platforming. Longtime followers of TIF know how much I love my 2D platforming. I’m happy to write that Salt and Sanctuary does it well. The first area teaches you everything you need to know without beating you over the head with it. You very quickly learn your jump arc, height and distance. You can eyeball a jump and just know if you can make it or not. Salt and Sanctuary also teases the player very early on with areas they cannot reach (yet), fueling the excitement in discovering how you’re supposed to get there. I learned as I was playing that Salt and Sanctuary also derives substantial inspiration from metroidvania games. As you play you unlock new movement options that, while not new for the genre, work perfectly in Salt and Sanctuary. Your first unlock is gravity inversion, allow you to interact with strategically placed obelisks throughout the map. Next is the wall jump, which allows nimble back and forths between nearby walls. Movement through the world is consistently satisfying. There are a few challenging platforming sections throughout the game, but never do they hinder exploration. Ska Studio’s 2D pedigree is evident, and it makes Salt and Sanctuary all the stronger.

The platforming feels great, especially when you start getting movement power-ups
(brands). Oh, also the game has local co-op multiplayer. Very cool.
Salt and Sanctuary is also an extraordinarily deep game. There are a huge variety of items, weapons, and ways to approach playing. You can collect boss armor, items that damage your opponent when thrown, dozens of spells, dozens of miracles, and the list goes on. You manage familiar stats like strength and endurance and magic. RPG elements are clear in the micromanaging of player equip burden, attack damage, armor reinforcment, and leveling up your affiliation with a chosen deity (essential for your healing poultice count). Playing using magic is totally different than using heavy weapons. Playing a shield-reliant build is totally different from a fast-roll build. Salt and Sanctuary is designed to appeal to all kinds of players, as you can make it by with as little or a much investment into the game’s depth as you want. My only major issue is the unnecessary Tree of Skill used to increase your character’s stats. Inspired by the sphere grid from Final Fantasy X, the Tree of Skill feels out of place in a Soulslike and is incredibly intimidating at first glance. It could have been reduced to a much simpler system, at least on a visual level.

I love the game's complexity, but come on. Looking at the Tree of Skill is horrifying.
Finally, a few quick nitpicks. As beautiful as the world and monsters are, I never came around to liking how characters look in Salt and Sanctuary. I was elated when I got my first face-covering helmet. The music is pretty weak and recycled a bit too often for boss fights. And just a bit too much in Salt and Sanctuary felt directly lifted from Dark Souls. From aesthetics to UI to stats to everything in between, I wish Salt and Sanctuary had established more of its own identity. All of these complaints are minor, though.

I was blown away by Salt and Sanctuary. How two people made a game so rich, so expertly crafted is beyond me. There’s a depth and sophistication I never expected. The best complement I can don upon Salt and Sanctuary is that the game is exactly what it sold itself to be: 2D Dark Souls. Its scope was ambitious, its goals lofty. A few missteps aside, Salt and Sanctuary achieved an extraordinary level of success. I got to play 2D Dark Souls and I could not be happier. For Souls fans and newcomers alike, Salt and Sanctuary is deserving of your attention. It’s really good.

EDIT: In the days following this review, I couldn't get out of my head that the final score was too low for just how impressed I was with the game (previously 4/5). It's a stellar 2D take on Dark Souls, it continues the legacy of amazing 2D Iga-vania games, it's huge, it's deep, it's smart. So I've revised my final score. My nitpicks were just that, nitpicks, and I would hate for them to impact the legacy of my review here. Salt and Sanctuary is one of the best games this year and my final score should reflect that. Thank you for your understanding.

Salt and Sanctuary
5/5