


It’s hard to blame the writers, because it’s an incredibly difficult thing to do, but From Software’s ability to build a sense of lore and heritage while using a minimum of dialogue and cut scenes was critical to Dark Souls, because that game tells a hell of a story. Where the developers of Salt and Sanctuary have struggled a little is in creating the same sense of narrative that the Dark Souls series. I never expected that it would convert to two dimensions quite as well as it has in Salt and Sanctuary. What I’ve always liked about Dark Souls is the environment design and the way it captures the thrill of exploration. There are secret passages everywhere, and intricate patterns of pathways and platforms that really help to sell the sense of creeping through dark, atmospheric dungeons. You’ll regularly find little trinkets glittering in the darkness that are initially out of your reach, but you’ll just know it’s worth figuring out how to reach them for the loot. What makes Salt & Sanctuary better than some other “Souls-likes” is the effort that the developer put into truly understanding the level design of this pseudo-genre. Then you’ll push further, unlock a door that allows you to bypass entire sections of the dungeon when you need to backtrack, and fight a brutally powerful boss. Set in a grim, dark world you explore labyrinthine level design, fight of devilish traps and enemies, and hunt out for the occasional area to light a torch and take a rest. Salt and Sanctuary is exactly what you would expect if someone told you a developer had taken Dark Souls and turned it into a 2D platformer. When creating a character, it is important to think about both his appearance and religion.Related reading: Here’s our review of Dark Souls Remastered, which will at some stage land on Nintendo Switch.After the prologue, the player gets the opportunity to create a character in his own image and likeness.The two-dimensionality of the game world and the atmosphere of gothic (and noir) bring the game closer to the first projects of the Cactlevania series, and the game mechanics are taken from Dark Souls 3.THE NUANCES OF THE GAME SALT AND SANCTUARY Unlike the original Dark Souls, Salt and Sanctuary received two-dimensional graphics (it is this two-dimensionality that confuses the inexperienced player). The graphics are more realistic. The impact sounds are crisp. The game music is quiet and tense, which creates the so-called noir atmosphere (which is not surprising, because the hero somehow ended up on the island of madmen).
