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.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |