Soul Sacrifice Delta: Game review

Soul Sacrifice Delta: Game review

Score: 8.5
Classification: R13
Difficulty: Medium

Platforms: VITA

First thing’s first: Soul Sacrifice Delta isn’t a sequel to the original Soul Sacrifice released in 2013. Instead, it’s more of an updated re-release, aiming to tempt bookworms back to the pitiless pages of Librom – the cynical, yet helpful novella that just so happens to provide a portal into the world of Sorcerers.

Soul Sacrifice was originally looked at as the savior for the PlayStation Vita, but didn’t quite pull the platform out of the quicksand. Soul Sacrifice is better served as the Vita’s alternative to the 3DS’s Monster Hunter title.

Just as the first game did, Delta hurls you into the same sordid coop that you spent so many hours playing through in the first edition. Don’t fret though – you’re able to bring forward a character into the game along with all your enhancements (Sigils), special moves (Black Rites), spells, costumes, allies and quests.

You don’t get to keep your Magic and life levels however; these transition over into buffs that double the rate of experience points you earn in an effort to get you to the same level faster. For those who aren’t familiar, Delta takes place in arena-like worlds with grisly fiends blocking your way. If I copy-pasted that last sentence three times, you’d get a better idea on what it’s like playing the first SS. The monsters are rinsed and repeated, disguising the dupes as ‘doppelgangers’ throughout the game.

Thankfully, it doesn’t seem to occur as much in Delta, because there are just so many more diverse adversaries to deal with. To be honest, they’re all quite nightmarish, like someone’s taken to the characters of a classic children’s book with a hacksaw and rope and created this crazy amalgamation of hideous foes. The Three Little Pigs is now one giant uni-bodied boar with two heads as hands; Snow White and Little Red Riding Hood feature elsewhere in the game too, and although the variety is appreciated, it still feels like it’s not enough.

The combat system has seen more of a facelift all-round and the spells don’t feel as powerful as the last, which means you can’t farm them over time and unleash all hell as with the first SS. A new battle-strategy is a necessity for getting through Delta and might catch experienced players off-guard. There has also been improvement to the once hopeless ground attacks and support spells that become vital tools in your arsenal for guaranteed victorious outcomes.

The changes, sometimes small, have made a significant difference in the gameplay and push the great battle-system adopted from the first, towards perfection. I’ll take this moment to quickly warn you that if you’re a new face to the game, there’s still a lot you’ll need to learn and be patient with if you’re going to see it out to the end. Make sure you take the time to figure out how the mechanics of the game works and where everything is stored, because you will need access to everything, most of the time.

Just keep at it, even if it feels frustrating at times, and even if I’m making it out to sound lame, it’s not. It’s a bit backwards to have to get comfortable with the controls and features before you really start playing, but it’s completely worth it. Don’t let it put you off Delta at all, I’m probably making it sound worse than it is, but it’s worth making a note of.

Other improvements are in the storyline. New quests are fantastically refreshing, but the workmanship of this Delta lies within the three factions you can now choose to be apart of. Sanctuary asks that you save everything you earn, where Avalon encourages you to sacrifice it all. Then there’s this new middle ground called Grim, which is kind of a balance between the two. Each group comes with it’s own set of beliefs and values which will in-turn mold your character.

Partnering with a faction is essential, and will reward you with sorcerer points when overcoming an archfiend. These points are then uploaded to a bank in the PlayStation Network where they will be contributed to your group. Every week, every point from around the World is tallied and the winning group will unlock prizes and spells. You’re not locked in to any group, so you’re free to change your selection at any time. It’s an interesting coordination of an ever-continuing meta-war between the groups, and provides a cool crowd-based rewards system.

Along with all of this, my favourite new feature is a mode called Alice’s Eternal Maze. It’s a never-ending dungeon survival mode, designed to test your endurance, and patience. In-between the constant onslaught, you’re free to roam the corridors in search of what seems like bottomless amounts of loot. You’ll also find a book here called the Bazaar Ledger; it allows you to communicate with other spell casters, and if used correctly, will be your gateway to rare items. You can also use the Ledger to change how your sorcerer looks and customise details.

The graphics throughout the game are pretty much the same-old; a few touch-ups here and there but nothing too major to note. I enjoyed how the whole game looked as a whole, with its eerie, ghostly aesthetic that shows brilliantly through the artwork. The characters do look and feel more fluid they’ve been in the past, but I already thought they were good enough in the first game.

Delta is definitely a game to play in short bursts, and is a perfect bus or train companion. If you’re a fan of the first one, there shouldn’t be any doubts in your mind about acquiring Delta as soon as possible. If you’re new, don’t even bother with the first title; dive right into this one and get yourself comfortable.

Monsters are still repeated in some places, but it looks like the developers have focused on the right tweaks and additions to put Delta on better tracks than the first Soul Sacrifice; Sony’s dark fantasy game might see the light of great success after all.