![]() They are each very visually distinct they all have an incredible amount of enemy variety, with few if any repeated enemies across them there are a large handful of Mages to find and hunt hidden treasures that are well off the beaten path are fun to find, as well as hidden NPCs that will return to the hub once you find them and offer some sort of helpful shop or multiplayer function. On the plus side, at least the five levels are fun to explore. Salt and Sacrifice ended up taking me 25 hours to complete, and far too much of that first run was spent retracing steps, farming materials that felt like they should just replenish at a checkpoint, and battling bosses that I had already beaten three or four times before. I would have to quit out of the hunt, farm more flasks, and then do the whole thing over again. On a few occasions I found myself spending 20 to 30 minutes chasing a Mage around the map, exhausting my resources to the point where I only had a few attempts before I completely drained myself of healing flasks by the time I reached the actual boss fight. Mercifully, damage persists on Mages while you’re chasing them so you don’t go back to square one when you die, but the bummer is that you have a limited amount of restorative items. I often found myself having to contend with two Mages at once, or a Mage that just camped a ledge and made it nearly impossible for me to get to where I needed to go, or a mage that would spawn extremely tough and durable enemies in an area that was already full of extremely tough and durable enemies. The big issue is that you never know what else is going to be there when a Mage decides to teleport to an area. Sure, Salt and Sanctuary didn’t have a map either (I also wish it did), but its absence matters less in that game because its levels are much more linear in their design. Trying to chart a path back to the boss you were fighting, the salt resource you dropped after dying, or the locked door that you’re now able to open is far more frustrating than it needs to be. Just to reiterate, these zones are huge, often with entire sublevels that take place above ground, underground, in large castles, and in the skies. It all looks fine on paper, but in practice, this blending of Monster Hunter, Metroidvania, and Soulslike is a far from perfect mix. You do this by initiating Mage Hunts, which are Monster Hunter-esque boss fights that have you chasing down a particular Mage all throughout the map, engaging it in several small skirmishes until it eventually settles into its proper boss arena, at which point you’re locked into a traditional boss fight. Instead of having one continuous map, Salt and Sacrifice is actually split up into five zones, each of which are enormous and sprawl out in every direction, with progression through them primarily gated by doors that only open when you devour a certain amount of named Mage hearts. But the two games are actually very different on a fundamental level. ![]()
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