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Salt and Sacrifice devs on the trials of bringing online multiplayer to its hellscape

It came into a short window between Bloodborne and Dark Souls 3 when Ska Studios released Salt and Sanctuary, the prequel to Salt and Sacrifice in 2016. At the time, the “soul-like” genre as we know it today wasn’t very prominent. And in terms of 2D transformations of FromSoftware’s critically acclaimed work, Salt and Sanctuary was the first true success story. Following him, we saw people like Dead Cells, Hollow Knight, and Blasphemus moving the torch deeper into the Depths of Despair. However, Salt and Sanctuary yes really Inspired by ruthless combat, profound progression mechanics, gnome’s tough boss fights, obscure lore, and bloody sleeves with no derivatives of the lovable cards of spades.

Developing a sequel to this commercial and critical hit has never been easier for James Silva as a one-man team. Especially when Silva once again handles the game’s graphics, animations, level design, and music herself. Salt and Sanctuary was a single-player game, but in another extreme ambitious game, Silva brought in Devoured Studios co-owner and longtime friend Shane Lynch to bring online multiplayer to his sequel. “Before I started working on anything, I sent him a screenshot of Shane, and here’s something new and I don’t know what to do with it,” Silva said. “And Shane said, ‘You have to put in multiplayer. You can do it.’ And I was like, ‘This is crazy!’ And then I got very, very involved.”

sweat and tears

salt and sacrifice

(Image credit: Scar Studios)

Continue reading salt and sacrifice

It seems appropriate that one of the biggest challenges behind Salt and Sacrifice is the risk-reward foundation. As with the main source material, Souls games and Soullike games are independent of how players balance ambition and attention, in most cases favoring those with the bravest of luck. Contrary to the renewed interest in the brutal and unforgivable fantasy action RPG game raised by Elden Ring, Salt and Sacrifice may have followed its predecessor as a pure and simple sequel, but by introducing online multiplayer and a monster hunter-like wizard hunt, a completely different beast. as it evolves into

As a result, another conundrum facing Ska Studios on the developer side is balancing ambition and experience. According to her confession, Silva has learned a lot since starting Salt and Sanctuary almost 10 years ago, and as a result, more than ever, a desire to push the limits of her games, imagination and skills. He says: Your experience will also tell you when you made a mistake. But your ambitions say: What do we do with it? rights? Are you just working? yes! That applies to most games. The fact is that the last game just wants to make the next game more ambitious than the last game, despite working like crazy. This is no exception.”

“Explore new areas, land in a maze-like hallway, open the door at the end and say, ‘Oh, I know. We’re back.’ I love this kind of interaction.”

Lynch agrees. It’s easy to get so preoccupied with what lies ahead, he says, so it’s important to use that experience to remember how you got to where you are now. Lynch, of course, didn’t work on Salt and Sanctuary, and said the sequel started as a Monster Hunter-meets-Soulslike effort, but is now approaching the latter as a result of iterating the original game and remembering what made it so. Great is currently the first to bring certain gameplay mechanics and elements to Salt and Sacrifice.

For this, Silva appreciates Lynch’s fresh perspective and emphasizes the importance of exploration in a game of this nature. According to Silva, initially Salt and Sacrifice consisted of short missions tied to a central hub, primarily monster hunting. The focus was on the progress of the game. “The original game was supposed to be very easy. I mean, the original build only had one node where you could hunt down wizards, go back to the node, tinker, and so on,” says Lynch. “And yes, at some point Shane took me in a direction where he said, ‘If you lose the exploration side, you lose a really important part of the experience.'”

If the Elden Ring didn’t teach us otherwise, the quest for this type of game is huge indeed. Some of the best player-driven stories that have appeared in Lands Between over the past few months have been more about journeys than destinations. They have different interests in the 2D world, but one of the things that made Salt and Sanctuary so great was the way they utilize the clever 2D environment in combat and traversing. “So Salt and Sacrifice turned from a hub-based world with very short episodes to a larger world with progression and shortcuts, unlocked items, interesting items, bosses, everything involved. Exploration,” Lynch said.

“It was really great to see how all of this puts together and how the world moves according to the player’s choices. Explore new areas, land on maze-like passages, open doors at the end and say, “Oh, I know. We’re back.’ I love this kind of interaction.”

the way forward

salt and sacrifice

(Image credit: Scar Studios)

Starting a Souslike game right after Elden Ring is exciting and terrifying. says Silva. However, as he approached the release of the Salt and Sacrifice approach, he admitted that neither he nor Lynch had time to roam the different levels of Lands Between. Gamers are now more thirsty for action RPG games than ever, as Elden Ring serves as a gateway to the broader Souls series for those who missed the first connection. This water drop effect might be good news for Ska Studios, but Silva likes the idea of ​​FromSoftware’s games, but gamers who are overwhelmed by each game’s gigantic, massive three-dimensional play finds the world’s audience conditions. “I’ve talked to a lot of gamers who are theoretically interested in playing Souls, but they prefer the 2D Metroidvania style instead of focusing on the 3D aspect. Of course our game fits into this mold as well.”

Players will have the opportunity to play Salt and Sacrifice in the Souls-meets-Metroidvania-meets-Monster Hunter universe for the first time in Solo, Sofa Co-op mode and for the first time on PS4, PS5 and PC on May 10, 2022. Ever, online multiplayer. Both Silva and Lynch are excited, tense, confident and full of fear. A variety of emotions befitting the nightmarish landscape they have created. As expected, they are eagerly awaiting the release of their latest project to the world. And only then can they think about playing other games. “When I ship, I want to take my PS5 to a cabin in the woods and play Elden Ring,” Lynch says.


I need the full list. Best Upcoming PS5 Games? we have you covered


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Salt and Sacrifice devs on the trials of bringing online multiplayer to its hellscape

When Ska Studios launched Salt and Sanctuary, the 2016 forerunner to Salt and Sacrifice, it arrived in the short window between Bloodborne and Dark Souls 3. Back then, the ‘Soulslike’ genre as we now know it wasn’t nearly as prominent, and as far as 2D variations on FromSoftware’s acclaimed works are concerned, Salt and Sanctuary was the first proper success story. In its wake, we’ve seen the likes of Dead Cells, Hollow Knight, and Blasphemous carry the torch deeper into the depths of despair, but Salt and Sanctuary really wore its inspirations on its bloodied sleeve – with unforgiving combat, deep progression mechanics, bastard-hard boss battles, ambiguous lore and enchanting maps in spades – without ever being derivative. 
As a one-man team, crafting a follow-up to such a commercial and critical hit was never going to be easy for James Silva – particularly when Silva himself is once more handling the game’s art, animation, level design, and music. Salt and Sanctuary was a purely single-player game, however, in another act of extreme ambition, Silva has recruited Devoured Studios co-owner and longtime friend Shane Lynch to bring online multiplayer to its sequel. “Before we’d even started work on anything, I was sending Shane screenshots, and I was like, here’s this new thing, I don’t know what I’m going to do with it,” says Silva. “And Shane was like: ‘you should put multiplayer into it; I could do that.’ And I was like: ‘that’s crazy!’ And then I was very, very into it.”
Sweat and tears

(Image credit: Ska Studios)
READ MORE

It seems fitting that one of Salt and Sacrifice’s biggest challenges behind the scenes is so rooted in risk versus reward. Like its main source material, Souls games, and thus by extension Soulslike games, are unpinned by how their players balance ambition and caution, whereby, more often than not, fortune favours the brave. Against the significant renewed interest in brutally unforgiving fantasy action RPG games levied by Elden Ring, Salt, and Sacrifice could just as easily have followed its forerunner as a pure and simple sequel, but by introducing online multiplayer and Monster Hunter-like Mage hunts, it’s shaping up to be a different beast entirely. 
Through this, another conundrum Ska Studios has faced on the developer side of things is maintaining an equilibrium between ambition and experience. By his own admission, Silva has learned so much since starting out on Salt and Sanctuary the best part of a decade ago, which, in turn, has given him the appetite to push the boundaries of his games, his imagination, and his skill set more than ever before. He says: “Experience can be great because it can make you feel wiser. Your experience also lets you know when you’ve made a mistake. But your ambition then says: what are we going to do with that? Right? Just you just work at it? Yeah! This applies to most games – the fact that you want to make the next more ambitious than the last, even though the last one was just an insane amount of work. This one is no exception.”

“You could be exploring a new area, wind up in a labyrinthine passageway, open a door at its end and be like: ‘Oh, I recognise this. We’re back here again.’ I love those sorts of interactions.”

Lynch agrees and says it’s easy to become so consumed by what’s in front of you, that it’s important to pull on that experience to remember how you arrived at where you are today. Lynch of course didn’t work on Salt and Sanctuary and says while its sequel started out as a Monster Hunter-meets-Soulslike endeavour, it’s now veering closer to the latter as a result of replaying the original game, remembering what made it so great in the first place, and then applying certain gameplay mechanics and elements to Salt and Sacrifice in the present. 
To this end, Silva hails Lynch’s fresh perspective, underscoring the importance of exploration in games of this ilk. In its earliest days, says Silva, Salt and Sacrifice comprised short missions tied to a centralised hub, wherein hunting monsters was the primary focus for progression. “Originally, the game was going to be really straightforward. I mean, the original build just had a hub that you’d go from on a mage hunt, you’d come back to the hub and, you know, craft and stuff,” says Lynch. “And yeah, at some point, Shane dragged me in a direction where he was like: ‘You know, when you lose out on the exploration aspects, you lose out on a really crucial part of the experience.’” 
If Elden Ring has taught us nothing else, it’s that exploration is indeed huge in these types of games. Some of the best player-led stories to have surfaced from the Lands Between over the last couple of months have revolved around the journey more than the destination. And while the stakes are different in 2D worlds, part of what made Salt and Sanctuary so great was the ways in which it leveraged its quirky two-dimensional environments in combat and traversal. Lynch adds: “So Salt and Sacrifice kind of went from this very hub-based world, with very short episodes, to exploring a larger world where there’s progression, there are shortcuts, there’s unlocking things, items of interest, bosses, there’s just so much stuff – all of which tie back into exploration.”
“It was really neat to see all of that come together and steer this world around the player’s decisions. You could be exploring a new area, wind up in a labyrinthine passageway, open a door at its end and be like: ‘Oh, I recognise this. We’re back here again.’ I love those sorts of interactions.”
The path ahead 

(Image credit: Ska Studios)
Launching a Souslike game in the immediate wake of Elden Ring is both exciting and daunting, says Silva, while admitting neither he nor Lynch has had time to wander the disparate plains of the Lands Between as they near Salt and Sacrifice’s launch. With Elden Ring acting as a gateway to the wider Souls series for many who missed the boat the first time around, players appear thirsty for action RPG games more now than ever before. That trickle-down effect may mark good news for Ska Studios, however, Silva reckons a sweeter spot in audience terms is players who like the idea of FromSoftware’s games, but who get overwhelmed at the thought of each one’s vast and sprawling three-dimensional game worlds. “I’ve spoken to a number of players who in theory dig Souls games, but, instead of being into the 3D aspect of it, they much prefer having a 2D Metroidvania style thing. And our games, of course, fit that mould.”
Players will get the chance to enjoy the Souls-meets-Metroidvania-meets-Monster Hunter world of Salt and Sacrifice on PS4, PS5, and PC on May 10, 2022, in solo, couch co-op, and, for the first time ever, online multiplayer. Both Silva and Lynch are excited, nervous, confident, and filled with dread – a spectrum of emotions befitting the nightmarescapes they’ve created. As you might expect, they can’t wait to unleash their latest venture into the world. And only after that, can they think about playing other games. Lynch says: “When we ship I want to take my PS5  to a cabin in the woods to play Elden Ring.”
Need a comprehensive list of all the best upcoming PS5 games? We got you covered. 

#Salt #Sacrifice #devs #trials #bringing #online #multiplayer #hellscape

Salt and Sacrifice devs on the trials of bringing online multiplayer to its hellscape

When Ska Studios launched Salt and Sanctuary, the 2016 forerunner to Salt and Sacrifice, it arrived in the short window between Bloodborne and Dark Souls 3. Back then, the ‘Soulslike’ genre as we now know it wasn’t nearly as prominent, and as far as 2D variations on FromSoftware’s acclaimed works are concerned, Salt and Sanctuary was the first proper success story. In its wake, we’ve seen the likes of Dead Cells, Hollow Knight, and Blasphemous carry the torch deeper into the depths of despair, but Salt and Sanctuary really wore its inspirations on its bloodied sleeve – with unforgiving combat, deep progression mechanics, bastard-hard boss battles, ambiguous lore and enchanting maps in spades – without ever being derivative. 
As a one-man team, crafting a follow-up to such a commercial and critical hit was never going to be easy for James Silva – particularly when Silva himself is once more handling the game’s art, animation, level design, and music. Salt and Sanctuary was a purely single-player game, however, in another act of extreme ambition, Silva has recruited Devoured Studios co-owner and longtime friend Shane Lynch to bring online multiplayer to its sequel. “Before we’d even started work on anything, I was sending Shane screenshots, and I was like, here’s this new thing, I don’t know what I’m going to do with it,” says Silva. “And Shane was like: ‘you should put multiplayer into it; I could do that.’ And I was like: ‘that’s crazy!’ And then I was very, very into it.”
Sweat and tears

(Image credit: Ska Studios)
READ MORE

It seems fitting that one of Salt and Sacrifice’s biggest challenges behind the scenes is so rooted in risk versus reward. Like its main source material, Souls games, and thus by extension Soulslike games, are unpinned by how their players balance ambition and caution, whereby, more often than not, fortune favours the brave. Against the significant renewed interest in brutally unforgiving fantasy action RPG games levied by Elden Ring, Salt, and Sacrifice could just as easily have followed its forerunner as a pure and simple sequel, but by introducing online multiplayer and Monster Hunter-like Mage hunts, it’s shaping up to be a different beast entirely. 
Through this, another conundrum Ska Studios has faced on the developer side of things is maintaining an equilibrium between ambition and experience. By his own admission, Silva has learned so much since starting out on Salt and Sanctuary the best part of a decade ago, which, in turn, has given him the appetite to push the boundaries of his games, his imagination, and his skill set more than ever before. He says: “Experience can be great because it can make you feel wiser. Your experience also lets you know when you’ve made a mistake. But your ambition then says: what are we going to do with that? Right? Just you just work at it? Yeah! This applies to most games – the fact that you want to make the next more ambitious than the last, even though the last one was just an insane amount of work. This one is no exception.”

“You could be exploring a new area, wind up in a labyrinthine passageway, open a door at its end and be like: ‘Oh, I recognise this. We’re back here again.’ I love those sorts of interactions.”

Lynch agrees and says it’s easy to become so consumed by what’s in front of you, that it’s important to pull on that experience to remember how you arrived at where you are today. Lynch of course didn’t work on Salt and Sanctuary and says while its sequel started out as a Monster Hunter-meets-Soulslike endeavour, it’s now veering closer to the latter as a result of replaying the original game, remembering what made it so great in the first place, and then applying certain gameplay mechanics and elements to Salt and Sacrifice in the present. 
To this end, Silva hails Lynch’s fresh perspective, underscoring the importance of exploration in games of this ilk. In its earliest days, says Silva, Salt and Sacrifice comprised short missions tied to a centralised hub, wherein hunting monsters was the primary focus for progression. “Originally, the game was going to be really straightforward. I mean, the original build just had a hub that you’d go from on a mage hunt, you’d come back to the hub and, you know, craft and stuff,” says Lynch. “And yeah, at some point, Shane dragged me in a direction where he was like: ‘You know, when you lose out on the exploration aspects, you lose out on a really crucial part of the experience.’” 
If Elden Ring has taught us nothing else, it’s that exploration is indeed huge in these types of games. Some of the best player-led stories to have surfaced from the Lands Between over the last couple of months have revolved around the journey more than the destination. And while the stakes are different in 2D worlds, part of what made Salt and Sanctuary so great was the ways in which it leveraged its quirky two-dimensional environments in combat and traversal. Lynch adds: “So Salt and Sacrifice kind of went from this very hub-based world, with very short episodes, to exploring a larger world where there’s progression, there are shortcuts, there’s unlocking things, items of interest, bosses, there’s just so much stuff – all of which tie back into exploration.”
“It was really neat to see all of that come together and steer this world around the player’s decisions. You could be exploring a new area, wind up in a labyrinthine passageway, open a door at its end and be like: ‘Oh, I recognise this. We’re back here again.’ I love those sorts of interactions.”
The path ahead 

(Image credit: Ska Studios)
Launching a Souslike game in the immediate wake of Elden Ring is both exciting and daunting, says Silva, while admitting neither he nor Lynch has had time to wander the disparate plains of the Lands Between as they near Salt and Sacrifice’s launch. With Elden Ring acting as a gateway to the wider Souls series for many who missed the boat the first time around, players appear thirsty for action RPG games more now than ever before. That trickle-down effect may mark good news for Ska Studios, however, Silva reckons a sweeter spot in audience terms is players who like the idea of FromSoftware’s games, but who get overwhelmed at the thought of each one’s vast and sprawling three-dimensional game worlds. “I’ve spoken to a number of players who in theory dig Souls games, but, instead of being into the 3D aspect of it, they much prefer having a 2D Metroidvania style thing. And our games, of course, fit that mould.”
Players will get the chance to enjoy the Souls-meets-Metroidvania-meets-Monster Hunter world of Salt and Sacrifice on PS4, PS5, and PC on May 10, 2022, in solo, couch co-op, and, for the first time ever, online multiplayer. Both Silva and Lynch are excited, nervous, confident, and filled with dread – a spectrum of emotions befitting the nightmarescapes they’ve created. As you might expect, they can’t wait to unleash their latest venture into the world. And only after that, can they think about playing other games. Lynch says: “When we ship I want to take my PS5  to a cabin in the woods to play Elden Ring.”
Need a comprehensive list of all the best upcoming PS5 games? We got you covered. 

#Salt #Sacrifice #devs #trials #bringing #online #multiplayer #hellscape


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