Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Monday, October 1, 2018

October Scare Fest 2018
Perspectives


October is here! Finally. You all know what that means. I take the fetid corpse of what was once The Impact Factor and levy it is a platform to share my enthusiasm for horror movies!

This year will be a bit different. Previously (the past 4 years of so) I've focused my horror movie watching exclusively around spooby-season. In 2018, I have cast away my fall shackles and decided the entire calendar year is a good time to watch some scary flicks. Therefore, my initial scored list is going to look quite massive. I wanted to put this disclaimer out there so all you fine folks didn't think I marathoned horror movies for 24 hours straight to get a head start on the season.

I will keep updating this list throughout the month, so be sure to check back often for more movies & scores!

As always, I would love your input & suggestions! I am always on the lookout for great titles. You can find the movies I watched the past four years here


October Scare Fest 2018
The Thing ('11): 1.5/5
The Cloverfield Paradox: 1.5/5
The Ritual: 4/5
VerĂ³nica: 3.5/5
Dismissed: 2/5
Cabin Fever ('16): 2/5
Dead Body: 2.5/5
Hell House LLC: 2.5/5
Evil Dead ('13): 3/5
Friend Request: 2.5/5
Desolation: 2/5
Tremors: A Cold Day in Hell: 1/5
Flatliners ('17): 1/5
Wish Upon: 1/5
Hereditary: 4.5/5
The First Purge: 4.5/5
A Quiet Place: 4/5
The Belko Experiment: 3.5/5
The Neighbor: 1.5/5
'Til Death Do Us Part: 1/5
Lakeview Terrace: 2.5/5
Emelie: 3/5
Deep Blue Sea 2: 1/5
The Meg: 3.5/5
The Nun: 2/5
Single White Female: 3.5/5
The Open House: 2/5
As Above So Below: 1.5/5
Child's Play 2: 2/5
Mandy: 5/5
The Woman in Black: 2/5
Tag (JP): 0/5
Murder Party: 4/5
Beyond the Gates: 2.5/5
Silent House: 2/5
Lights Out: 2/5
The Loved Ones: 3.5/5
Truth or Dare ('17): 2/5
Malevolent: 2/5
Apostle: 4/5

*Movies in brackets are ones I’ve seen previously. I've underlined films scored 4/5 or higher to emphasize the ones well-worth watching.

Wednesday, October 19, 2016

TIF’s Snuggle & Scream Ep. 05: The Invitation
Podcast
Snuggle and Scream as you listen to this podcast about horror films! In Season 2 of this special seasonal spin-off of The Impact Factor, Alex is joined by his co-host, fiancee and fellow (begrudging) horror movie watcher Justine to discuss some scary movies! Each episode we’ll talk about a new horror movie we’ve seen together and give our thoughts.

This week Justine and I discuss 2015's The Invitation.

Send questions & comments to: impactfactorpodcast@gmail.com
Alex is on Twitter @alexsamocha
Follow all things TIF: http://www.theimpactfactor.blogspot.com

Intro: ‘Horror TV’ by FoolBoyMedia, freesound.org. Attribution Noncommercial License.

Wednesday, October 12, 2016

TIF’s Snuggle & Scream Ep. 04: Hush
Podcast
Snuggle and Scream as you listen to this podcast about horror films! In Season 2 of this special seasonal spin-off of The Impact Factor, Alex is joined by his co-host, fiancee and fellow (begrudging) horror movie watcher Justine to discuss some scary movies! Each episode we’ll talk about a new horror movie we’ve seen together and give our thoughts.

This week Justine and I discuss 2016's Hush.

Send questions & comments to: impactfactorpodcast@gmail.com
Alex is on Twitter @alexsamocha
Follow all things TIF: http://www.theimpactfactor.blogspot.com

Intro: ‘Horror TV’ by FoolBoyMedia, freesound.org. Attribution Noncommercial License.

Tuesday, October 11, 2016

Measure Twice, Cut Once
Review
Severed, Drinkbox Studios (PS Vita)

Abstract: Fusing together first-person dungeon crawling with touch-based attacks was a risky choice, but one that pays off in Severed. A gripping world sets the stage of an impeccably designed adventure that builds momentum throughout. Smart infusions of new challenges and gameplay systems keep Severed feeling fresh as you progress. Disappointing boss fights and weak narrative payoff is a bummer, but not one that compromises an otherwise exemplary experience. Severed was a delight. It is a game every Vita owner should play.

Enter a world of colorful vibrancy of death and dismemberment. Severed is a unique creation, a mixture of gameplay conventions old and new. Drinkbox Software earned my trust with Guacamelee, and they make good on the promise of their talent with this dungeon crawling, finger-swiping adventure. Not many titles come out each year that justify the PlayStation Vita as a must own console, but Severed does a great job of proving just how impressive a handheld experience can be.

Severed weaves a tale of loss and the lengths someone will go to save their family. The game begins as the protagonist has her right arm violently severed, only to animate and fly away. You explore a dilapidated home in an alien world. It’s soon made clear that your entire family, your mother and father and brother, are dead and you’re in the ruins of your childhood home. Death is just the beginning of your adventure, however. A surreptitiously granted sword and quick monster encounter later and you’re off. You must now venture into danger filled dungeons, learn about where you are, and find a way to save yourself and your family. I was quickly intrigued by Severed’s plot but unfortunately the game does not do much to build upon it.

The first and most immediately compelling element of the game is Severed’s world. It is never made explicit to the player, but the setting comes across as a demon filled purgatory. Bolstered by a strong art direction, similar to the one they used in Guacamelee, Severed does a great job at establishing a mood. Distinct Central American notes permeate the various landscapes, from the look of the protagonist herself to the various iconography and architecture you encounter. This aesthetic carries over to monster designs as well, each with flair and personality. Exploring the forests, temples, and caves throughout Severed was a treat.

The contrast of color and beauty with gore and horror works fantastically.
On paper Severed sounds like a game that wouldn’t work. Severed is a combination of Ultima Underworld with Fruit Ninja. You read that right. Severed is a first-person dungeon crawler with a touch based control scheme for attacking. It is a unique mix that simply works. First-person dungeon crawlers are a genre of games we don’t really see anymore. It has been close to two decades since I played my last one. Aside from some Japanese developers that have recently adopted this early Western genre, first-person dungeon crawlers are all but lost to time. Thankfully, Severed learned from its ancient lineage to create a solid dungeon crawling experience. Quick access to maps, elegantly simple UI, and straightforward dungeon layouts make exploring easy. Rooms are diverse, often filled with interactable elements like destructible vases (that give resources) and secret paths. Light puzzle solving, typically involving switches or locked doors, prevents monotony while exploring without seriously halting player progress. A fast travel system would have been nice, but never did it feel like a slog to traverse Severed’s large map.

Combat is one of Severed’s most pronounced successes. When you think Fruit Ninja, you don’t picture a tense or thoughtful series of swipes. You think about mindless chaos. Though Severed uses directional swipes for its combat, the experience of battling couldn’t be further from those more casual titles. As you explore, you’ll come across rooms that have monsters inside. To progress to the next room, you have to defeat them. Monsters can be attacked only by swiping your finger across the screen. Short, quick swipes do little damage whereas long swipes deal much more. Defeating enemies is all about pattern recognition and discovering weaknesses. For instance, after being hit a couple times, one monster will block its center to prevent damage, while simultaneously opening up its flanks to attack. Other monsters have weak points that only make themselves apparent after you whittle away their defenses. These demons aren’t just helpless creatures waiting to be wailed on – they fight back. Every enemy has an attack timer, indicated by a meter on the bottom of the screen. Once it’s filled, they attack. The only way to mitigate damage is by parrying their attack, swiping in the opposite direction. Learning how monsters attack and the best way to quickly counter them is absolutely critical to make your way through Severed.
 
Combat is fast and fun. And just a little bit bloody.
As you progress the complexity of monster encounters ramps up. Some monsters don armor that must be destroyed with a charged swipe before you can deal damage. Others have defenses in place that, if you swipe the wrong way, you’ll power the monster up instead of hurting it. Later still, monsters will have stat boots that cause them to attack faster, deal more damage, or even recover health. Fights quickly become more than 1 vs 1, too. You’ll have to fight several monsters at once, which involves rotating your character to face them. Even though you can only face one at a time, monsters can attack whenever. What results is a skill intensive choreography of balancing damage and defense as you attack, parry, and rotate. Mistakes are punished and precision is key.

Think you're going to mindlessly swipe your way to victory?
Think again. 
Severed’s RPG elements manifest themselves in a couple ways. You gain abilities after defeating bosses, which adds new dimensions to both combat and exploration. Early in the game you gain the ability to briefly stun enemies, opening them up for attack and stopping their attack meter. Later on you acquire the devour ability, which not only allows you to open walls marked with its symbol, it also enables you to steal enemy stat boosts for yourself. Additionally, Severed features a robust leveling mechanic based on the game’s namesake. Attacking enemies fills up your Focus meter and, if an enemy’s health is depleted when the meter is full, you are able to use precision swipes to remove limbs, horns, eyeballs and more from your foes. Those severed appendages serve as your experience points. Severed parts can be consumed to fill up nodes on a skill tree. Nodes grant bonuses like better defense, quicker recovery time, or more damaging attacks. Severing quickly becomes the name of the game (pun intended) as you’ll want to cut off everything in sight to make yourself more powerful.

Combat is not without some faults. Though much more skill intensive than something like Fruit Ninja, Severed still asks the player to swipe one heck of a lot. Not only do you look like a madman in the game’s more tricky sections, it also results in some serious wear and tear to your fingertip. I appreciated the monsters, but Severed repeats enemies a bit too often for a 3-4 hour experience (albeit they come back with slightly altered variants). Boss encounters are generally underwhelming, too. In fact, several late game encounters are more challenging than the game’s bosses, both in sheer difficulty and in terms of strategy. When you have to defeat 4 uber-hard monsters on a strict time limit it makes a tiny little crow monster feel like chump change.

I've fought floating eyeballs harder than you! (Seriously) 
Other issues I have with the game lie outside of chopping monsters to bits. The narrative, while intriguing, never fully comes together. The player is left to guess the exact nature of the world, the antagonists, and the final outcome. A little more would have been nice here. The game’s soundtrack is disappointing and quickly became repetitive. Still, I can’t help but be enamored by the number of small things Severed does so right. Your protagonist changes as she gains new abilities, transforming her into an otherworldly-looking monster-slaying badass by game’s end. Sound effects for attacking, parrying, and severing are immensely satisfying. The way the camera dips and rises as you walk, the tactility of everything. Severed has far more in the plus column than minus.

It's the little things that make a game feel special. That, and a
breastplate made from the face of a boss you eviscerated.
Severed is a game I played nonstop until I finished. I got sucked into its world. I was hooked by the novel fusion of old and new. A great sense of momentum carried me through my adventure and my platinum trophy capped off an overall stellar experience. Perhaps Severed isn’t reason enough to buy a Vita, but if you have Vita there is no reason hesitate on this one. There’s nothing quite like its vibrant horror.

Severed
4/5

Tuesday, September 27, 2016

October Scare Fest 2016
Perspectives



I know it's only September, but Scare Fest is back! 2016 has been a year of very scary things (not the least of which is the Presidential election), so why not celebrate all the terror with a list of horror movies? This time it is bigger and better than ever. To accomodate and almost certainly overzealous list, I'm posting this a few days before the start of Halloween month.

As I do every October, I’m going to try to watch 3-4 horror movies each week. I predominantly put a focus on watching movies I've never seen. The titles below span all styles of horror, so you're sure to find one on the list that's up your alley. For archival's sake, I've included a scored list of the past two years. There is always more horror goodness to be found!

After watching each film I'll give it a numeric score and update this post. Let's hope I can find a couple more 5/5's!

Please follow along with me if you can! A ton of the films are on streaming services like Netflix and Amazon. If you do, let’s talk about them. Post comments here or hit me up on Twitter @alexsamocha. You can also shoot an email to impactfactorpodcast at gmail 


October Scare Fest 2016:
We Are Still Here: 3.5/5
We Are What We are: 1.5/5
Southbound: 2.5/5
The VVitch: 4/5
Under the Skin: 3/5
Offspring (09): 1/5
Hush: 4.5/5
The Box ('09): 1.5/5
Enter the Void: 2/5
They Look Like People: 3.5/5
The Invitation: 2.5/5
Baskin: 3/5
Irreversible: 2/5
Goodnight Mommy: 4/5
Goosebumps: 3.5/5
Green Room: 4.5/5
A Girl Walks Home Alone at Night: 3/5
Hatchet: 2.5/5
The Craft: 2.5/5
Ginger Snaps: 3/5
[Jennifer's Body]: 3.5/5

*Movies bolded and underlined have been seen & reviewed!

October Scare Fest 2014
Hellraiser: 3/5
Grabbers: 2/5
Candyman: 3/5
Honeymoon: 2.5/5
The Town That Dreaded Nightfall: 1/5
[Evil Dead 2]: 5/5
Rosemary’s Baby: 4/5
Re-Animator: 4.5/5
House of the Devil: 3.5/5
The Innkeepers: 3.5/5
The Taking of Deborah Logan: 3/5
The Sacrament: 2/5
Snowtown: 3.5/5
[Scream: 5/5]
[Trick r’ Treat: 5/5]

October Scare Fest 2015
The Visit: 3.5/5
[Orphan]: 2.5/5
The Babadook: 4/5
Creep ('14): 3/5
Wrymwood: Road of the Dead: 1/5
Unfriended: 2.5/5
Blue Ruin: 4/5
Housebound: 3.5/5
The Guest: 3.5/5
Martyrs: 4/5
The Hills Run Red: 2.5/5
The Nightmare (2015): 4/5
[Halloween]: 4.5/5
[Halloween 2]: 4/5
[Cabin in the Woods]: 5/5
[Trick r' Treat]: 5/5

*Movies in brackets are ones I’ve seen previously. I've underlined films scored 4/5 or higher to emphasize the ones well-worth watching.

Friday, September 2, 2016

News & Views
8/27/16-9/2/16

Happy Friday everyone! I hope all of you out there have plans for the holiday weekend. It’s hard to believe it’s September already. We’re less than a month away from Fall and I am more than ready for it. Let’s just hope I get some more experiments working to accompany my favorite time of the year.

News & Views collects the week’s best writing about video games and puts it all into one convenient place. Check out the links below for stories about how parents thought the Super Nintendo was a scam, how one analyst used a Sci-Fi MMO to predict the Great Recession, and how the scariest enemy in all of gaming is time.

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
Chris Kohler, Wired

Worth Reading
Nathan Ditum, Eurogamer

NakeyJakey, YouTube

Heather Alexandra, Kotaku

Staff, Kill Screen

Ramin Shokrizade, Gamasutra

Jake Muncy, Wired

Anita Sarkeesian, Tropes Vs. Women YouTube
Allegra Frank, Polygon

Simon Parkin, Gamasutra

Chris Schilling, VICE

Monday, July 25, 2016

TIF Plays: Week of 7/18-7/22
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream every Tuesday and Thursday at 5:30pm PT. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!




Tuesday, June 28, 2016

Hazard The House: Resident Evil 7 Beginning Hour Is A True “Playable Teaser”
Article

Abstract: The Resident Evil franchise has had a rough past decade. Capcom looks to reinvigorate the long running series with Resident Evil 7: Biohazard. Announced and released at E3 2016, Resident Evil 7: Beginning Hour is a standalone demo for the upcoming game. Beginning Hour is clearly inspired by 2014’s wildly influential Playable Teaser (P.T.). P.T. remains one of the best horror experiences I’ve ever played. Beginning Hour learns from the lessons of P.T. to deliver something familiar and something new, and in the processes establishes its own identity. Beginning Hour is a true playable teaser, in that what’s shown will translate to a large release, unlike what was present in P.T. Beginning Hour and P.T. give separate looks into how to bring players into a new horror world that makes me excited for the future of the genre.

E3 2016 has come and gone, but not without its big surprises still leaving us reeling. One of the most shocking, perhaps, was that a Capcom-produced PlayStation VR tech demo Kitchen was actually a well-disguised teaser for Resident Evil 7: Biohazard. Kitchen received high praise from fans and games writers alike in its ability to create a terrifying atmosphere and deliver high quality scares. The reveal on Sony’s PlayStation stage was terrific, and one that got many longtime fans of the franchise excited again.

For those of you who don’t follow Resident Evil closely, the series has had a substantial downturn over the past ten years. Resident Evil 4 was the last truly great installment, and it released just over a decade ago. Since then, the franchise has moved away from survival horror into a more action-packed zombie blasting territory. The tone deaf Resident Evil 5 featured the living bicep Chris Redfield blowing away thousands of zombies from one action setpiece to the next. Resident Evil 6 was a disappointing mix of old & new that ended up failing on all fronts. Spin-offs and smaller Resident Evil titles since Resident Evil 4 have been plagued by hammy writing, bad controls, and clichĂ© scares.

Punching boulders is not what I want from a Resident Evil game.
Resident Evil 7: Biohazard promises to be a return to the franchise’s survival horror roots. Capcom wants to deliver an experience that terrifies in the same way the original did to a whole generation of gamers. I was one such gamer. I didn’t even play the game myself, but watching the first Resident Evil over the shoulder of my friend left me with gore-filled nightmares for weeks. How was Capcom going to course correct a decade’s worth of mistakes? If Kitchen and the Beginning Hour demo are any indication their answer is clear – draw from one of the most influential horror titles of recent memory, P.T.

Hideo Kojima and Guillermo Del Toro’s Playable Teaser, or P.T., though only a few years old has inspired a new generation of horror titles. Originally intended, as the name would imply, to tease fans for the release of a new Silent Hill game (titled Silent Hills), P.T. transcends its franchise bonds and exists as a standalone experience. Soon after its release P.T. would truly become a standalone game, as Konami restructured and cancelled the Silent Hills project. The legacy of this roughly thirty-minute demo is extraordinary. We’ve seen elements of P.T.’s world building and ambient scares manifest in titles like Allison Road (now also cancelled) and Perception. And now, P.T. looks to be a key influence on one of the longest-running and well-known horror franchises of all time, Resident Evil. But why did P.T. make such an impact?

P.T. still haunts the horror game discussion in a big way.
P.T., for better or worse, delivered a horror experience gamers had never seen before. The entire demo is set in one small hallway. P.T. respects the way people have learned to play games and subverts them to unnerve and establish its world. Repetition, for instance, is a foundation of gaming. You do the same thing over and over to get good at it – your input always resulting in the same output. Not here. Performing the same act can give the player wildly different results. Walking through the same hallway multiple times changes it, adding layers of complexity and scares from the mundane. While so many other games have emphasized size and scale, P.T. focused on a dense microcosm. P.T.’s hallway it replete with hints at the player character, hints and the world, and hints at what to do. Nothing is told to the player, everything must be discovered. Scares are well earned, as P.T. builds tension through a subtle build up of sounds and sights. P.T. also acknowledges that one of the most compelling elements to horror is its mystery—the less the player knows the more terrifying its secrets. P.T. is packed to the brim with hidden mysteries that I suspect players are still trying to uncover. Now roughly a year later I find myself coming back to that hallway, to P.T., still impressed with what it delivered.

On the other hand though, it was apparent that P.T. would struggle to translate into a “full” horror game experience. Game systems are at an absolute minimum, giving the player little tools to interact with its fantastic world. The "throw you into the deep end" approach works brilliantly for a 30 minute game, but blindly stumbling through a 10-12 hour horror game would be abysmal. The play on repetition works for a chamber piece like P.T., but a bigger game requires forward momentum to keep players engaged. In this way, P.T. is actually quite awful at being a “playable teaser.” It works so much better as a standalone game. This is where it differs from Resident Evil 7: Beginning Hour.

P.T., and its famous hallway, is a much better as a standalone game
than a teaser for a larger project.
Launched on the same night as PlayStation’s E3 2016 press conference, Resident Evil 7: Beginning Hour is a roughly 30 minute demo for Capcom’s upcoming release. The demo takes place immediately following the events that transpired in Kitchen. The player awakes alone in a derelict house, blood on the floor and filled with memories of what has just transpired. You must navigate your way through the creepy rundown house to not only find your way out, but also piece together why you’re here in the first place. Playing Beginning Hour instantaneously brought me back to my time with P.T. You’re alone, walking through a hallway or two, in the creepiest house ever. The hallways are packed with secrets and hints at the larger narrative. A mysterious phone call, moving mannequins, split-second ghost woman appearances, Beginning Hour succeeds in creating a terrifying world to explore. Looking at the paintings hanging on the wall, listening to the creaks and cracks and growls of the house taps into the deeply ingrained fear of being unsafe in a traditionally safe space. The slow movement, the limited light source, the sense of impending dread all elicited that same spine-tingling unease I got while playing P.T.

Very different hallway, very similar scares. In a good way.
What I soon realized, however, was that playing Beginning Hour was a fundamentally different experience than playing P.T.. And that’s because Beginning Hour is a true playable teaser. The differences became evident quite quickly. For starters, Beginning Hour is a goal-oriented demo. You’re given the prompt “Exit the House” right as you start the demo. A quick scan of the first room you find yourself in informs the player of some of the game mechanics we’ll likely see in the full release of Resident Evil 7: Biohazard. You can find a VHS that’s missing a tape, with a clear “Press X to enter cassette” “You don’t have a tape” prompts. You find an electrical breaker box that’s missing a fuse with a “You must find a fuse.” As you explore you can find some bolt cutters conveniently placed just after you come across a chained up cabinet. Picking up the bolt cutters gives the player their first look at an inventory screen, which is classic Resident Evil through and through. These elements and more combine to tell the player a story that transcends narrative and atmosphere, but begins to inform on what they will be doing in an expanded version of this game. Beginning Hour lays a clear foundation for a 10-12 hour horror game in a way P.T. never did. But both are exceptional.

Beginning Hour gives players a great idea of what we'll be doing
in Resident Evil 7: Biohazard. Like looking for lock picks.
Being a true playable teaser isn’t objectively good or bad, however. I can appreciate the glimpse into gameplay and the work being done to establish Resident Evil 7: Biohazard’s world. I can also appreciate its clear lineage with P.T. in creating a standalone horror experience (it’s been confirmed the main character and events of Beginning Hour will not be a part of the final game). I love that Beginning Hour is a smart realization of where fans want horror games to be now and I love that Beginning Hour does a great job at being a great demo. On the other hand, I love that P.T. isn’t tasked with being a preview of what’s to come—in fact, I’d argue P.T. is better for it. It can be more experimental, more mysterious. It can do things 10-12 hour long games never could. Beginning Hour took me back to when I played P.T., but also established its own identity in the process. Experiences like P.T. and now Beginning Hour get me excited for where horror games are going. I’m glad I hazarded the house – there was a lot there to enjoy. 

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