Each came from a different kingdom on a voyage each was wrecked, their ship destroyed, and woke up castaway on the shores of this nameless isle. As you meet them in each subsequent location, teasing out their strands of dialogue with button presses that mirror their reluctance to voice their rising terror, their stories begin to form an intricate web. The others are delivered by several NPCs the main character meets as they set out to explore this strange, piecemeal island-a masterless knight, a thief, and a sorcerer, to name a few. That’s the first of both Salt and Sanctuary ‘s core misdirections and the narrative beats that set up its final revelations. For most new players, this beast-The Unspeakable Deep-will likely kill them in one hit, and they’ll awaken on the shores of the game’s island setting with that grand, traditional goal in mind. A ship, ferrying a supposed princess to another land to complete a marriage treaty, is boarded and destroyed by a monster from the ocean’s depths. Salt and Sanctuary begins with a voyage gone awry. But in that instant, like a flame illuminating the nooks and crannies of a room that had seemed far smaller in darkness than in light, the game blows its scope wide-open. Until then, its pieces had drifted like the waves that wash the game’s main character ashore on its mysterious, desolate island. Where, in the space of a single character’s brief, hesitant monologue, the game’s patchwork story is thrown into sharp relief. There’s a moment, at the start of Salt and Sanctuary’s ethereal final act, where everything makes sudden, horrible sense.
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