![]() It’s equally amazing how the fact you can’t lock on enemies and move around them on a tridimensional perspective hasn’t hindered the scope of Salt and Sanctuary‘s combat. I doesn’t mean that this is an easy game, we’re talking about a game inspired by freaking Dark Souls afterall…Ī bit of platforming never hurt anyone. The enemy placement isn’t unfair and you’re very rarely going to feel overwhelmed with the amount of foes being thrown at you at any given time. There is a bit of platforming in here, but nothing too complex or detracting, with endless pits showing up very scarcely throughout the game. The map is masterfully interconnected, encouraging exploration and backtracking. It’s impressive how the limited perspective hasn’t hindered the overall feel, combat system, and level design of the genre in Salt and Sanctuary. It does a lot more than just porting the gameplay from its main source of inspiration to a more Castlevania-ish perspective. The easiest way to summarise what Salt and Sanctuary is all about is by calling it Dark Souls on a 2D sidescrolling plane, but then again, this would be disrespectful to it. Boss fights in here are as challenging and methodical as boss fights in any other Souls game. ![]()
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