Salt and Sanctuary
Release date15 Mar 2016
A bound mariner is wrecked on a strange island. In haze covered valleys, where smiling, overgrown cadavers stick to rusted arms, shambling figures start to mix. Underneath disintegrating, salt-worn structures, overly complex ways lead to unspeakable malicious, since quite a while ago overlooked by man. Salt and Sanctuary consistently joins quick, severe, and complex 2D battle with luxuriously created RPG mechanics. Find, art, and redesign more than 600 weapons, defensive layer pieces, spells, and things as you investigate a reviled domain of overlooked urban communities, blood-doused cells, despoiled landmarks, and the fallen masters they once celebrated. From Ska Studios, the honor winning outside the box studio behind an extensive rundown of elaborate, instinctive, and ruthlessly executed activity titles that incorporates The Dishwasher: Vampire Smile, The Dishwasher: Dead Samurai, and Charlie Murder, comes Salt and Sanctuary, the studio's most eager title to date.
About Salt and Sanctuary
Salt and Sanctuary is released by Ska Studios in 15 Mar 2016. The game is designed by Ska Studios. Salt and Sanctuary is a typical representative of the Role-playing (RPG) genre. Playing Salt and Sanctuary is a pleasure. It does not matter whether it is the first or a millionth hour in Role-playing (RPG), there will always be room for something new and interesting. Thrilling levels and gameplay Salt and Sanctuary will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 15 Mar 2016 released games such as:
- 🎮 Hyper Light Drifter
- 🎮 Soulworker
- 🎮 Renowned Explorers: More To Explore
- 🎮 Utawarerumono: Mask of Truth
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A complete list of games like Salt and Sanctuary can be found at AllGame here.
Salt and Sanctuary is versatile and does not stand still, but it is never too late to start playing. The game, like many Role-playing (RPG) games has a full immersion in gaming. AllGame staff continues to play it.
Salt and Sanctuary is perfect for playing alone or with friends.
At AllGame you can find reviews on Salt and Sanctuary, gameplay videos, screenshots of the game and other Role-playing (RPG) representatives.
This section tells the history of the world of Salt and Sanctuary
"A doomed sailor is shipwrecked on an uncharted island. In fog-shrouded valleys, where grinning, mossy corpses cling to rusted arms, shambling figures begin to stir. Beneath crumbling, salt-worn structures, labyrinthine passageways lead to unspeakable evil, long forgotten by man."
Salt and Sanctuary - Análisis
And it is that from Ska Studios at no time have they wanted to deny what is the main source of inspiration for Salt and Sanctuary. They have taken many of the ingredients and mechanics of From Software's work , but far from wanting to do what City Interactive and the Deck13 studio with Lords of the Fallen already tried (with moderate success), they wanted to give their touch of distinction: bringing that experience to a 2D platformer and action game . And nothing has gone wrong, everything is said.
As a worthy Souls-inspired game, we also found a certain RPG component in the proposal . The first thing we will have to do to start our journey to the ordeal of constant death will be to choose one of the eight available classes , which provide different ways of playing and begin to give an idea of the depth of the title. Knight, Mage, Paladin, Thief, Chef, Cleric, Beggar, or Hunter are the options available. We opted for the hunter, as his initial combination of whip and crossbow seemed like a combo that would make things quite easy for us to attack comfortably from a distance. First error.
Salt and Sanctuary tells the story of a sailor and the playable phase will begin on a ship. The first enemies fight with the crew members and serve as the only moment of relative respite and training in combat techniques. At the conclusion of the level, a huge monster seems like our first boss, but without any possibility of reaction, he ends us in a single blow. This first slap in the face, fully scripted and the latest exponent of "enemy that cannot be beaten", will be a clear message of the game: "Under this relatively friendly aesthetic, you are going to find yourself a tough and hard-nosed game" .
The story restarts with our protagonist in a shipwreck, on the banks of the first real stage that opens before us and that will only be the starting point of the vast collection of levels that we will have at our disposal. It won't take long for us to find an NPC who will ask us certain questions that will determine our creed. This will have a certain strategic component. Nor will it take long to find our first sanctuary, which will serve as the bonfire of the Souls saga . However, at this point our learning begins the hard way about what we will have to do. Just a few messages in a bottle will give us brief clues about the controls. Something also very Souls, that they release you in the middle of the butcher shop and they don't even give you the recipe to survive.
Unlike bonfires, shrines are customizable rooms . As their name suggests, they are places where they venerate the deities of the chosen religious order and obtain rewards in the process. In these sanctuaries, the only refuge where you can breathe and be safe for a few moments, you can sacrifice certain relics to improve them, add allied NPCs such as merchants, magicians or blacksmiths and also be the control center of our progress, allowing you to level up, transmute Weapons or activate fast travel points .
This variety of objects are relatively frequent on the island (taking into account the scarcity of other items, such as healing objects especially). It is especially indicated to make the player think about what is best for him at all times . In addition, there are some shrines that we will not find empty, but already have an established clergy. In that case, we can take advantage of its benefits or destroy any fanatic.
We gathered the finest game reviews for you to have a better idea of the Salt and Sanctuary
Gianluca "Ualone" LoggiaSalt and Sanctuary - Recensione
Does anyone by chance remember I MAED A GAM3 W1TH Z0MBIES 1N IT !!! 1, 2009 indie game for Xbox 360? It was an absolutely crazy dual stick shooter, rightly sold...
Well, Ska Studios, while remaining a team of two people and very few collaborators, has evidently made great strides in these seven years, given that from the crazy I MAED and so on (which, however, I do not deny, at the time he captured me for his madness and the song of the soundtrack - listen to it above), we arrived today at Salt and Sanctuary, a production however limited to the few resources of the developers, but much more substantial than the previous games of James and companions (including The Dishwasher and Charlie Murder).
Salt and Sanctuary, already available for PS4 at a price of 17.99 euros and sooner or later also coming to PC and PS Vita, is a game that has managed to strike me in the heart, and the reason is very simple. It is a 2D reinterpretation of the soulslike genre, or the type of games that most fascinates me in these years. As if that were not enough, the elements inspired by Dark Souls and the other games of this wonderful sub-genre of Action RPG are, in Salt and Sanctuary, installed in another structure that I have always loved: that of metroidvania, or action games two-dimensional strongly inspired by classics such as Metroid and Castlevania.
The game has a not really exceptional graphic design, very simple from a technical point of view and not very inspired from an artistic point of view. The graphic style adopted is not the best, especially if you compare it with that of other indie productions (or in any case with that of other games in the same price range), but it is not bad either. And most importantly, for the soulslike enthusiast it will go into the background very quickly.
From the beginning, in fact, Salt and Sanctuary tests the player with his decidedly demanding degree of challenge, just like that of the games he is inspired by, and gratifies him with an infinite series of references to Miyazaki's works. Quotes that emerge from almost all aspects of the title and that will make soulslike lovers feel completely at home.
The creation of the character recalls in an almost shameless way that of Dark Souls, giving a very clear indication of how much SnS wants to be a tribute to the From Software games. The eight available classes (Knight, Magician, Paladin, Thief, Cook, Cleric, Beggar and Hunter) guarantee a very good variety of game styles and, as anyone would now expect to read, are clearly simple routes, which do not exclude the possibility of develop the character by mixing characteristics of different classes.
Be careful, though. Here is a first interesting difference with the soulslike of From Software. The development of the character, in Salt and Sanctuary, is entrusted to an interesting spherography that recalls in all respects that of Final Fantasy X. It can therefore vary on characteristics of different nature, but it must be done by following fairly precise paths. The starting point in the spherography is central and allows you to go in all directions immediately: on the left the magic section, on the right the part relating to the enhancement of the healing arts and at the top all the facets of physical combat. The class chosen in the character creation phase carries some skill points already spent, but the subsequent development is up to the player only, who theoretically has the full possibility, on the way, to transform his initial cleric into a berserker. Or to create a magician capable of wearing heavy armor.
Spherography is a kind of game in the game that I already liked so much at the time of Final Fantasy X, and that in Salt and Sanctuary proves to be a very interesting variation on the development of the character in soulslike, something that perhaps even From Software could take into consideration .
Before you even get to level the character, however, you have the opportunity, in the game's prologue, to try the combat system. And here you immediately understand the importance of the stamina bar, a key element in the combat system of every soulslike, as you instantly notice that the feeling of the fights, as far as transported in a two-dimensional game structure, is incredibly close to that of the Souls . The timing for the roll, which clearly cannot be performed in all directions, but only in the two offers from the 2D structure of the game, is however what From Software games have accustomed us to, as are the difference between light attack and heavy attack (whose alternation can give life to some combos) and the possibility of making bloody attacks following perfect saves (parry + reposte).
The final boss of the prologue, The Unspeakable Deep, which in 99.99% of the cases will kill us making us then find ourselves on the island where our whole adventure will take place, immediately puts us in front of the game's badness level, also strongly inspired by the typical difficulty of soulslike, but also by his desire to reward us with great satisfaction. The boss is indeed beatable, exactly as it happened with Vanguard in the Demon's Souls tutorial. Just very difficult.
Regardless of the final outcome of the prologue, however, the adventure on the mysterious island begins in any case and here, within a couple of hours, you have the opportunity to appreciate another great feature taken from the From Software games : the interconnection between the areas, in Salt and Sanctuary, is truly remarkable. An always very careful level design puts at our disposal a series of shortcuts that in a short time will make us understand the choice not to include a map in the game (another point in common with Dark Souls and the like).
Screenshots will help you evaluate the graphics and gameplay of Salt and Sanctuary.
If screenshots are not enough, you can enjoy creative videos from Ska Studios
But that's not all! We also carefully prepared the best strips from Salt and Sanctuary.
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