I think it was especially a bad choice in the case of Sanctuary, which leaned heavily into the metroidvania side of things when it came to its map. The world became a series of checkpoints, where the moment you got through an area or section of the world and touched a bonfire, you never had to interact with that section ever again. That’s a criticism that I had with the later Dark Souls games, as well as with Salt & Sanctuary: fast travel rendered much of the unique level design obsolete. It sounds like they’ve adopted a more DS1 approach to level design, where you have to actually traverse the areas more than once, and the world actually feels like a cohesive, connected environment. Unlocking shortcuts only helps so much.Aside from the issue with recovering your salt - sounds like they made a mistake with spawning the pickup where you died, instead of where you were at just before dying - that sounds like an overall improvement, to me. In Sacrifice you have to completely leave the region, which means fighting your way through it again when you get back. In Sanctuary, if you lost a massive stack of salt, it was usually your own fault for not taking a time out drop it at the last campfire. You gotta trek all the way from the last check point, to the first check point, and back, if you want to both keep salt and progress. With no way to fast travel around a map, have fun getting your salt back after falling five miles, landing with a splat next to the start point. Originally posted by Tooltip: Mugu:They nerfed "Campfires".
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