![]() ![]() It adds a layer of genuine mystery to the proceedings, but more importantly, it instills a sense of adventure, and the feeling that you're constantly exploring hallowed, untrodden ground. To learn what's happened, you'll have to put in the effort, reading item descriptions and discussing history lessons with the few NPCs you encounter on your journey. The world of Salt and Sanctuary feels so much bigger than it actually is because of that lack of explicit communication. Your goals are never explicit and never outlined through dialogue, always through play: You're here to explore and discover, to improve and survive. After squaring off against a Lovecraftian horror and surviving a shipwreck, you wash up on the beach of a nameless island, where you're still given scant information on your motivations. Salt and Sanctuary starts you with virtually nothing, save for the few traits given to the class you've selected and a few sentences of exposition. ![]() You're constantly exploring hallowed, untrodden ground Where Salt and Sanctuary truly sets itself apart is its keen understanding of what emotions those mechanics are capable of eliciting: terror, determination and accomplishment - all in equal measure. ![]() Salt and Sanctuary does an excellent job in transforming those ideas to fit into its 2D action-platformer design, but that's not even its biggest success. Combat is tense, requiring skillful parries, well-timed dodge rolls or strategic spell casting to avoid an extremely quick death. Characters are immensely customizable, allowing you to brave deadly worlds with mages, ninjas, knights and everything in between. Death in From's games is frequent, and forces you to risk losing precious upgrade resources. If you can think of an emblematic component of FromSoftware's punishing action-RPGs - Demon's Souls, the Dark Souls series and Bloodborne - it's probably represented somehow in Salt and Sanctuary. At its core, Salt and Sanctuary does something impossible: It borrows the mechanics of another video game franchise without getting lost in derivation. ![]()
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