Soul Sacrifice Delta for the PS VITA, published by SCEA on PSN |
The
first Soul Sacrifice (an action role-playing game) was released for
the PS Vita on April 30th, 2013. It was well received. But it would
appear that it was not as welcomed as it could have been, as Sony has chosen to
release “Delta” the expansion to Soul
Sacrifice as a PSN only downloadable title. I have had a chance to put a
lot of time into the first entry, and I was quite impressed with the experience.
The presentation lacks the furious budgets of larger titles, though who can
tell if this is a hardware limitation or simply, and more aptly, a design
decision; But, even without monstrous graphics, the original Soul Sacrifice captivated the
imagination. With a coherent and readable art direction that communicated the “grim”
world which your sorcerer inhabited.
You
see, monster hunting games tend to bear the title of Monster Hunter clone, this may just be appropriate if said titles
fail to establish their own unique qualities and revel only in copycat,
derivative mechanics that fail to capture the intended audiences attentions and
meet expectations. Monster Hunter is,
of course, the dominate hunting franchise from Capcom that has a strangle-hold
on what some may consider—at least in the U.S.– a niche genre. Within these
games players can co-op and or solo a crafting, resource, technique sensitive
experience, in a land filled with both large and small creatures that range the
prehistoric gambit, in terms of design. Hunting down resources and harvesting
them from monsters and the environment, then crafting armor and weapons this is
the spirit of the hunter genre. A clear lack of narrative is neither an
exception nor a rule, as some games, such as Monster Hunter, lack it, while others, such as God’s Eater, have veiled story arcs and plenty of dialogue.
As
far as Soul Sacrifice is concerned, the new franchise sheds any heavy
technicalities that one may associate with a learning curve in other Hunter
franchises. The game is streamlined to an extent; superficially it is a snap to
dive right in. The water, however, is not shallow. Offerings and the means by
which you acquire them offer up reasons to complete and revisit the multitude
of pacts that are scattered throughout Librom. With Librom being the book—yes the
adventure takes place within a magical text—in which you adjust your characters
appearance and take on quests—pacts—and story missions. The story, in short,
surrounds a prisoner—you—within a bone prison settled within a post-apocalyptic
world, ghastly in its appearance, mirroring the creature and character designs
within the pages of Librom. You must acquire the means for your escape, by way
of defeating your impromptu warden--a sorcerer of devastating power, by reading
Librom and experiencing the tales inscribed within his pages. Soul Sacrifice isn’t revolutionary or by
any means amazing in its writing department, its stories—including the some of its
pacts with narrative breaks—have twists, but it is not simply this alone that
captivated me so, rather the quality
of presentation: voice acting, at times overdone, illustration and music, together
with the pangs of emotional weight that the execution of the writing allows—it does
not fumble its pacing, and it dwells on what is important and sheds excess
prose.
The
characters within provide a reason to keep fighting, even if the arenas in
which you do battle become repetitive and dreary. This however should not imply
a lack of fun captured in the fast paced sorcery action. Spells are executed by
way of offerings, throwing magic, blitzing magic, weapons magic—think arm
swords and tridents/forks, evasion magic—increases agility/movement speed,
explosive magic, healing, etc. Offerings are sacrifices of items that catalyze
your magic, this all feeds back to the lore within the universe of SS.
Sacrifice is both a boon and a bane. One must give of something in order to
attain something. Just as with the offerings, which are the main sources of the
players’ power, sacrificing plays a role within the narrative and other basic
mechanics within the game. Deciding whether of not to sacrifice teammates, both NPC partners in single-player and co-op partners online, boosting ones magic
level and subsequently increasing your attack power or saving them—showing
mercy, and restraint in the face of the avaricious thirst for power—often times
restoring offering capacities in battle (this was true of the regular version
of Soul Sacrifice, but has since been
changed in Delta--more on that later)
and increasing one’s life level, which increases the players defense and health
recovery abilities. The game intertwines these mechanics and adheres to its
lore—just sit and read through the many pages of backstory and chronicles of
mythology hidden at the back of Librom and then you’ll see, SS is deep—and with
this coherency of mechanics, story, presentation and design Soul Sacrifice becomes a distinct
entity, it is able to define itself solely on its own crafts/merit.
The game can be repetitive; the arenas have personality and
ooze with the rust and ruin that lay bare the plight of the world. But the
selection only increases with Soul
Sacrifice Delta, which released May 13th, 2014. With this re-release/
expansion of the game expanded battlefields are accompanied by dynamic weather
and environmental effects—crumbling terrain and earth shattering levels that
open beneath your sorcerer’s feet transporting you to a different arena altogether.
Also included are new missions (pacts), new story missions, new offerings, and
even more accessible additions, such as the Ars Magica an offering compendium that
allows the player to log their offerings and find out the location of some unattained
offerings which they may have come across, new outfits that retain the
outstanding art direction of the game as a whole. The graphics seem to have
been refined, increased resolution and textures. NPC partners seem more aware
and useful as a result. Battle mechanics have seen slight tweaking and the
viability of melee sorcerer builds has greatly increased, though, as a result
of this tweaking; things such as throwing magic have seen added time to their
animations reducing their efficiency. All additions seem to be in the name of
balance, added depth and increased variety.
Soul Sacrifice
Delta is indeed a vastly superior version of Soul Sacrifice. The original game compelled me to play through its
expansive story of love, loss and friendship—sacrifice and choice, solely on the
essence of its acutely crafted atmosphere and interwoven mechanics. But now,
with Delta, the latest iteration, I seemingly find myself compelled just by the
mechanics and the hunt for offerings, which are acquired by exploring the many
missions and alignments of Sanctorium, Grimm, and Avalon. Delta has three factions—hence delta, I guess—and
the maneuverability within the three can lead to varying offerings, sigils, and
slight adjustments of basic mechanics—remember sacrificing vs. saving allies
and monsters. With each faction comes an alteration to faction adhering
offerings and sigils, for example, spears are a specialty of Sanctorium. Sigils
are not unique to Delta, but they have greater flexibility, these arm carved
runes boost the abilities of offerings and basic magic: attack and life:
defense abilities. With a limited amount of slots on the sorcerers arm
available to customize sigils, players must choose wisely, at times altering
the combination of sigils in the pursuit of “resonance” (a combination of specific
sigils causes a bonus boost in select properties, for instance, evasion sigil +
spear sigil leads to a resonance that boosts the ability of booth offering
types strengths) or, if not resonance, tactical/strategic advantages in battle.
The faction system is not so much restrictive, but fluid. It functions as a
class system. It allows you to stick to the abilities you’re comfortable with
or switch at will, all the while retaining the abilities—sigils and offerings—that
you obtained in the other faction (read: class/ class changing). The issue
would be that however powerful some abilities are, factional perquisites will
ultimately cause some offerings and associated sigils to weaken greatly, thus
causing players to choose a side or switch back and forth—though at will, it
costs Lacrima—tears from Librom that are acquired simply by completing missions.
This leads to the alterations to sacrifice/save mechanic. As a member of Avalon
sacrificing: refills offering capacity—gives you more uses in the current battle
and saving: refills health, but being in
Sanctorium, Sacrifice: leads to a temporary boost to attack power and increased
magic level (which is true of all factions) and saving renews offerings
capacity. These alterations, however slight, do, in fact, alter play styles and
offering/sigil choices.
Soul Sacrifice
and Soul Sacrifice Delta are great
games, but if one had to choose, Delta is the optimal choice. The mechanics,
the world building, the presentation and art direction all yield an enticing
experience. If, however, a tale of despair, melancholy and loss wrapped tightly
in a dark fantasy fable doesn’t seem appealing, then, possibly, the fast-paced
combat and deep mechanics—in so far as their interconnection implies—may appeal.
With added lore, monsters, story, slight improvements to graphics (though noticeable
next to the original) and mechanics, more options—environments, outfits, etc., Soul Sacrifice Delta is the complete Soul Sacrifice experience. I give Soul Sacrifice Delta an:
8/10
*Soul Sacrifice and Delta are such big games that there may be a bit of information that I have neglected selectively, any questions that I can answer, feel free to ask. The games both offer up 20 to 30 plus hours within the story pacts alone, then there is online co-op, which--in Delta--is quite stable and active. I did neglect to talk about Black rite offering, these ultimate sacrifices come with the price of debilitating effects after they are utilized-- these include the inability to use sigils and severely crippled evasive ability/movement or defenses, but they offer relatively powerful perks.
*I hope you enjoyed this review. Let me know what you think, leave a comment, e-mail or tweet etc.
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