Salt and Sacrifice - Soulsvania Megamanster Hunter

sXeth

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So Salt and Sacrifice is the sequel to Salt and Sanctuary, A game that largely answered the question of what would happen if you mixed your Dark Souls with your Castlevania in a generally succesful way (if with rather a bit of indie scope issues being a one-man production). Salt and Sacrifice has upped to a two man production (the second one mostly adding the games multiplayer functionality), and expands on its formula by... well, pulling in more games. Most notably in the new era pulling from Monster Hunter and Mega Man.

The tl;dr. if you liked the first one, there's a reasonable expectation you'll like this one. You can actively even ignore the new stuff (beyond fighting some of the mages to get a quota of "devoured mage hearts" to unlock some doors, you never have to engage with the newer systems and can proceed on fighting the games non-repeating bosses and just generally doing the original schtick. It will certainly be easier, and yoi'll have more tools if you do the former though (see the aforementioned Mega Man note).


So whats new?

Well, we have on new traversal tool, which is the grapple. Its not super-interesting. Grapple points are all pre-defined so it feels like a fairly arbitrary gate. Occasionally it does do some acrobatics where you have to grapple up then do a direction change on the same point, but its never really a free flowing affair. It is also used when you poise break enemies to do some aerial super attacks but again thats just a pre-render animation by pushing R2 and you don't actually have to even grapple to do it, it looks cooler then the ground one.

One of the more divisive changes is that your checkpoints refill your flasks, but only if you have sufficient consumables. Again these reads back to Monster Hunter, but was also in Bloodborne. But yes, you do have to have 1 red berry for each flask charge. Charges are still limited by your upgrade level on your flask too. This also applies to Resolve (mana) flasks, along with ammo (generic ammo is used for several things), and various throwable firepots and such, along with poison antidotes. All of which operate on the same logic. You can carry an upgradable amount of each at once, refill at checkpoints by using resources. (Ammo can be crafted on the fly though using ore that can both be mined and drops incredibly frequently from enemies)

Speaking of, Ranged combat is much more heavily integrated, and is always present as a secondary attack. There are various categpries of this (throwing, bows, channeling rods) and every class starts with one in addition to whatever melees. Following along with the Souls own evolutiion (or in tandem, since SnS was announced before Elden Ring ever had gamepplay), every weapon has Arts of some kind. Ranging from 1-3 options. These include Arts used with Rage, which is built up by succesful hits and greatly by perfect counters), or Glyphs which us Resolve, which functions as mana and is restored by potions (or some items enable other ways). Glyphs come in your divine and arcane favors which have individual unlock paths on the class tree and different scaling stats. This is where your Mega Man comes in too, as the bulk of available weapons straight up give you the attacks of the Mage enemies you craft them from.

Which brings us to Mages, who represent the Monsters in the Monster Hunter gimmicks. They are all humanoid, but they do come in some oddball flavors and quirkiness. It does feel like a little variety was lost (And with some of the standard bosses also being large humans, can feel a bit mundane)", and there some obvious picks mixed in with more interesting ideas. The mages do feel a a bit hit and miss and sometimes at odds with the game. While the regular bosses are your telegraphed, mostly melee centric Souls fare, and pretty measured pace. Mages lean into the Mega Man (or Shovel Knight for you kids), style a lot more. With some approaching near bullet hell and a lot more jumping and sometimes ranged combat being of significant use in their fights. You will likely have a very rough itme if you simply try to melee/dodge/parrry your way through. Though there is some balance to be found as most of the spammier mages also have garbage poise, so your melee will often stagger them for those crits.

What I would say is perhaps the most problematic issue with the Mages is that you don't really get a solid confrontation with your mage until you've beaten them back to their designated final chamber, when that health bar and the name flashes up for the proper fight. Prior to that you fight them in the open wild, and they flee semi-constantly and not entirely seeming based on any particular action. They do carry their health into the final fight, and you can use traps or other enemies (including other wandering mages) to deal large scale damage to soften them up for you. But sometimes they just feel overflighty and like a lot of chase is involved (particularly in platforming heavy sections. They also always have summons you have to deal with, which in some cases can punish you more reliably then the mage themselves, often because the summons fall into the main combat style and you're trying to use jumps and range on the mage and get caught out.

Both the summons and the mage drop 4 parts of their unique "element" of various rarity which are used to craft various Monster Hunter esque gear. Once you've crafted the gear, it is then upgraded with Elemetnal Pyr (Ashpyr is the neutral one), which comes in Fire/Light/Cold/Venom/Dark flavors. Most later mages are combo elements and their gear rotates between different mats as you go up.
 

sXeth

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Multiplayer is our other big addition to the game. And unlike anything Souls-related, its suprisingly smooth, functional and simple to use. It also has the balance of a one-eyed drunken kangaroo on a trapeze mounted on a rolliing log in a hurricane. Okay, thats a bit hyperbolic. The simple two-player co-op with an intended friend (which can be done at a simple password board) works quite nicely. (It also syncs progress so you don't have to do everything twice like you would in Souls, or even Monster Hunter, although given the whole farming mats thing, it might've made more sense not too.)

The actual light your candle and open the world up multiplayer... Well, its a thing. I"m not gonna lie and say that its not enjoyable to watch absolute chaos unfold, but its defintiely not viable as any serious PvP situation. And trying to co-op this way results in all the madness exploding in your world and will likely derail everything. Remember, I mentioned enemies fighitng each other already. Mages will fight normal enemies and enemies of other Mages, there's also "Hazeburnt" enemies that appear when mages are around that fight everything else.

So to list off the multiplayer:
Dawnlighters - Sun Bros, up to two of these can visit at a time (one by rune board, one by candle).
Shrouds - Red Phantoms, they are here to kill the host. Up to two of them show up as well.
Watchers - They show up to fight Shrowds, only one though.
Bluehearts - They can kill the host, but their actual goal is to kill and harvest 12 Hazeburnt enemies. Every 3 harvests spawns a Hazeblght that attacks the host though, so the host's will generally want to kill them even if they aren't actively attacking the host.
Sherriff - They show up to hunt Bluehearts.
Chaos Hunger- The Mad Spirits from DS3, they literally can fight anyone and get rewards by killing other invaders, the host, or a boss.

That is literally 8 people who can be running around the area doing nonsense, they do have some tiny distinction marks but not particularly obvious which is which. And if you throw in enemies also fighting each other, and people hurling out the weapon arts/glyphs, you basicallty will have no idea who's hitting who with what.

So yea, multiplayer not quite the addon you might expect given that was their initial hype point.
 

sXeth

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Summing Up:
Pros:
Basically the entire original games positives still apply here. Weapon arts and ranged attacks without cumbersome weapon switching mix up combat a lot. Also weapons no longer count towards equip weight, so you get two melees and a ranged. It gives a lot of general mix up variety. Self-restocking consumables takes a lot of the chore out of using crafted items. And SnS actually just sensibly assumes you want the things you put on your hotbar to refill (something Monster Hunter does not do, you have to solve the riddle of how to make loadouts). IF you consider boss fights the highlight, the game is basically stuffed with these to the point the normal enemies are background. There are ~130 unique enemies in the game though, which is damn impressive for the team size.

Neutrals:
Crafting. I should clarify its not hard to get the basic health/ammo farmed up, you can literally reload the hub area twice (which is rapid because the game is well, 2d indie graphics) and you're full again from the red berry bush next to it. There's usually a similar setup near most of the checkpoints, where you can rest, walk <10 feet and get 2-3 health flasks worth. The other consumables can get a bit more chorey.

Mages. The Mega Man sort of dynamic with the arts is cool. The fights are generally a fresh mixup of the rest of the games formula. But the constantly flightiness before you get to the final showdown is a bit much, and the RNG on the drops can go all over the place (usually its the basic common material you run out of, because the mage always drops the rare one, and you need 1 of those for each item compared to 8-12 of the common thing). The idea is neat, the battles are cool, the actual gameplay loop its all encased in drags it into neutral territory.

Cons:
I really wanted to put the MP higher, because it was so seamless and generally polished in the actual stability of it. But yeah, its just too much chaos. And if you want those juicy covenant rewards, you have to interact with it. Another side effect is that because its so spammy, you can get quickly have so much random salt gains from all the other people dying that dipping your toes into MP will actively unbalance the game progression. Most weapon arts are completely overkill in PvP too and almost impossible to avoid because players don't have any telegraphs along the lines of the original users (you'll just see someone is blocking as a precursor to using the spell)

With the mages taking up a lot of the big spooky man space, it does feel like a missed opportunity to mix up the standard boss types a little more. We still get large mans and swamp witches in the standard boss roster and it just feels a bit lacking in variety when compared to the original SnS having your dragons and the Lamb and some other more unusual foes.

And saving perhaps the worst element for last, Artifacts. Artifacts drop off Mages (and a handful of other scripted places over the game). And they are the most unrefined addition to the game. RNG stats and quality, these are your blue/purple/gold Diablo type doohickeys. You can dissolve them to get dust to upgrade the rarity tier but not the level ever. Also everytime you do this it rerolls, so you might end up with completely pointless stats. The upgrade system also isn't really explained. I never figured it out beyond you could eventually dissolve enough stuff to upgrade or reroll (at the final tier) something, but not which dust was needed for what. Its a bizarre anomaly considering the overall polish on most other aspects of UI and systems .
 
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