Funyarinpa
Member
(Some spoilers, nothing too big I suppose, proceed at your own risk though since it might spoil 10 hrs or so into the game)
Optional BGM: https://www.youtube.com/watch?v=KIv1aSZ9DFk (you can right click -> Loop to make it loop)
I've always been in a somewhat weird spot when it comes to Soul Sacrifice. It was likely more than a year ago that I downloaded the demo of the original game, fell in love with the lore and how expansive the demo was (I believe I played 5+ hours of it with no end in sight, amazing move by the devs, only saw Bravely Default have such an expansive demo).
I got stuck somewhere on the way in the original game (If memory serves, it was close to the beginnings of the Magusar arc), and got distracted by other games. It didn't help that I felt like I had to grind a lot for Offerings and that I wasn't getting anywhere.
Anyway, I picked up SSD for super cheap several months ago, and only yesterday decided to focus on it (alongside Ghost Trick). I recall giving Delta a little whirl right after buying it to see if there were any immediate changes, though apparently I had not finished the prologue. ;_; I had to replay the last two Chapters of the Sorcerer's Ordeal... God damn, Soul Sacrifice has the most harrowing and sad prologue I've ever seen (yes I've played the prologue of TLOU). God damn.
Anyways, let's first start with the changes I noticed from the original game:
1) Apparently now one can use evasive/heal spells without deactivating the current Offering, that helps a lot.
2) It seems that the game has much more of a leeway than the original in terms of awarding points for Light Injuries, Nearly Unscathed, and whatnot. I recall the original giving "Nearly Unscathed" in a very small margin, with a slightly bigger error margin for Light Injuries. In Delta, though, I ended up getting points for "Light Injuries" even when I went below half HP. Which sucks because I think they worked better in the original, when they were far harder to get.
3) Ars Magica is a nice addition.
4) Factions. Currently on the third chapter of Seeing Red (did Carnatux's arc (which still got me), Sympatha's arc and only have Grim's first character left). I like the spin they put on the game, though I do have a question- why the hell does using Fate always save the soul and add to my Life stat? Shouldn't it be evenly distributed or randomly decided or something?
5) Offering combos are great though I couldn't get my hands on anything like Snowtuft (the ones that work like proximity mines), but Swift Attack is great (Falcon Feather + Weapon Offering).
I'm in love with this game. Sympatha's arc was great. The only drawbacks, IMO, are the aforementioned "giving points for avoiding damage too easily" thing and that there isn't any storyless Pacts so far (they were good for grinding Offerings and XP, without the story baggage since I'd rather not go back to a character's Pacts after finishing their story).
Optional BGM: https://www.youtube.com/watch?v=KIv1aSZ9DFk (you can right click -> Loop to make it loop)
I've always been in a somewhat weird spot when it comes to Soul Sacrifice. It was likely more than a year ago that I downloaded the demo of the original game, fell in love with the lore and how expansive the demo was (I believe I played 5+ hours of it with no end in sight, amazing move by the devs, only saw Bravely Default have such an expansive demo).
I got stuck somewhere on the way in the original game (If memory serves, it was close to the beginnings of the Magusar arc), and got distracted by other games. It didn't help that I felt like I had to grind a lot for Offerings and that I wasn't getting anywhere.
Anyway, I picked up SSD for super cheap several months ago, and only yesterday decided to focus on it (alongside Ghost Trick). I recall giving Delta a little whirl right after buying it to see if there were any immediate changes, though apparently I had not finished the prologue. ;_; I had to replay the last two Chapters of the Sorcerer's Ordeal... God damn, Soul Sacrifice has the most harrowing and sad prologue I've ever seen (yes I've played the prologue of TLOU). God damn.
Anyways, let's first start with the changes I noticed from the original game:
1) Apparently now one can use evasive/heal spells without deactivating the current Offering, that helps a lot.
2) It seems that the game has much more of a leeway than the original in terms of awarding points for Light Injuries, Nearly Unscathed, and whatnot. I recall the original giving "Nearly Unscathed" in a very small margin, with a slightly bigger error margin for Light Injuries. In Delta, though, I ended up getting points for "Light Injuries" even when I went below half HP. Which sucks because I think they worked better in the original, when they were far harder to get.
3) Ars Magica is a nice addition.
4) Factions. Currently on the third chapter of Seeing Red (did Carnatux's arc (which still got me), Sympatha's arc and only have Grim's first character left). I like the spin they put on the game, though I do have a question- why the hell does using Fate always save the soul and add to my Life stat? Shouldn't it be evenly distributed or randomly decided or something?
5) Offering combos are great though I couldn't get my hands on anything like Snowtuft (the ones that work like proximity mines), but Swift Attack is great (Falcon Feather + Weapon Offering).
I'm in love with this game. Sympatha's arc was great. The only drawbacks, IMO, are the aforementioned "giving points for avoiding damage too easily" thing and that there isn't any storyless Pacts so far (they were good for grinding Offerings and XP, without the story baggage since I'd rather not go back to a character's Pacts after finishing their story).