|System: PS Vita|
|Release: April 30, 2013|
|Screen Resolution: 544p||Blood and Gore, Suggestive Themes, Violence|
Without a variety of gameplay options, combat becomes a major factor when judging Soul Sacrifice. Since the combat is arena based, Soul sacrifice is an arena-combat game. A mission begins; there might be a small smattering of dialogue, and then you fight with the intent of slaying all monsters, killing a specific archfiend, or defeating another sorcerer. The repetitive nature of the combat makes any sustained play a chore. I often found myself wondering if I’d like the game even more with some puzzles and adventure elements alongside the combat.
Offerings, too, lack a certain something. There are a smattering of basic archetypes, within which there is a degree of variety, but it’s largely a question of which effect is being combined with which element. Getting the more powerful offerings can also be problematic, since it’s tied to how well one performs in a given level, and the scoring system is never fully outlined.
In fact, explanation is Soul Sacrifice’s biggest weakness. While this works wonders in the story itself, the various gameplay systems at work are also not fully explained, and, while the manual offers some elucidation on these matters, the bulk of the game’s intricacies must be unveiled through experimentation and blind luck. Given the permanency of decisions in Soul Sacrifice, this can be absolutely terrifying.
None of these problems deprive Soul Sacrifice of being an enjoyable, quality product. It’s an original and moody action-RPG with fast-paced, energetic combat and layers upon layers of depth to explore. That it also happens to look amazing (other than a few spots in which ground textures were somewhat pixelated) is just icing on the cake. This is, by far, one of the most solid games on the Vita.
Date: April 30, 2013