Each mage has a set of attacks and summons they can use. The mages themselves act like the monsters from Monster Hunter - they will randomly go around the area causing trouble. Instead of one hugely connected world, the game is split between different self-contained zones. While there are still major upgrades that add new tech hidden throughout the world, progress is now locked via “mage doors.” To open these doors up, you need to find, kill, and consume the heart of a certain number of mages. The first game easily fit as a metroidvania soulslike, but with Salt and Sacrifice, the developers have taken inspiration from Monster Hunter. But the real twist, and major gameplay difference between the two games, come with a new focus. The faction/idol system of the first game - where you could set up bases for different groups by using consumable items is no more. Right away, a lot of the more archaic aspects of the first game are gone. Width="560" height="314" allowfullscreen="allowfullscreen"> Unlike the first game, your “eastus” flask here can be upgraded via crafting as opposed to specific nodes on the tree. The class and armor perks are required for you to use weapons and armor pieces of certain levels respectively. The original’s massive skill tree has been expanded with more classes and options. The basics of the first game are here, as you are free to customize your character from a variety of weapons and gear that can be found or crafted. Revived via the pact you made, your only way to get free of your pact is to find a cure and take out every mage you see along the way. Taking the latter, you head towards the land of the mages, and in typical soulslike fashion, you’re killed within 30 seconds of playing. After being imprisoned for a crime, your only options are to either rot in jail or become an inquisitor who hunts mages. The story finds you in a completely new area from the original. With Salt and Sacrifice, the developers have experimented in a new way that unfortunately does drag things down a bit. While the game wasn’t perfect, the mysterious world, disturbing character designs, and challenging gameplay made it a highlight of the year. Salt and Sanctuary by Ska Studios was one of the more solid 2D attempts at making a soulslike along with metroidvania progression.
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