Most games sailing in the wake of what we know as SoulsLikes deal with the same melancholy, lost civilizations and cyclical themes with diminishing returns as their genre-defining predecessors and contemporaries. It’s ironic that so many end up as barely remembered relics themselves so quickly, never leaving the same footprint as their incandescent inspirations. Can this one, with its lone and not so level sands stretching far away fare any better? Let’s break it down… Visuals&UI If you’ve played any (Action)RPG, Soulslike or even Metroidvania, you’ll be fine. One thing I was missing was actual exact info for status-effects, since most of them might as well have displayed as ¯\_(ツ)_/¯. The icons fit nicely, but in general had the vibes of someone dressed for the wrong kind of party, coming across as minimalistic compared to the rest of the visuals. Sands of Aura, in a depressing way, is a very beautiful game. It harbors the same unsettling beauty as a ghost town, a perfectly silent, lonely night in late autumn, or a bunch of crows tearing a trashbag apart in a backalley. Weirdly angled ruins, crystals and weathered rocks pierce the ever shifting and grinding sea of sand around the last safe haven in that world. It clads itself in Tim Burton-esque animated film style, with an eerie stylized stop motion toy aesthetic that adds uncanny suspense to ruins, caves and tombs and comforting whimsy to blooming flower fields, shanty towns or bodies of clear water. Effects for spells, special attacks and weather are all cool and thematic. They rarely clutter a screen and are a welcome burst of color in an otherwise pretty muted world. The ambience caters to a world of sand, stone and metal. You will travel the sands which absolutely win in atmosphere, but you spend a lot of time looking at sky, sand and stone. Visually, we have a game that is dark, brown and grey in many places. If you just take in scenery from your ship called a ‘Grainwake’ that’s all fine and dandy, but, if you, let’s say, look for a character dressed in dark cloth and weathered armor in a dark weathered place, or for any other level colored object among level colored object things get exhausting. Characters feature the same style and your mileage may vary. Creation choices are limited and not very exciting and due to the top-down slightly tilted camera perspective you won’t see much of your character’s body silhouette for most of the game anyway. You get covered in cool armor soon enough, and any set is potentially viable until endgame, so fashion-souls your little heart out. Sets offer a nice variety and are composed well, with an impressive density of clutter and dangly stuff attached. They still have to be slapped on your androgynous mannequin-esque body, so again, mileage may vary. Weapons, objects and monsters are, by contrast, much more creative and interesting. Anything animated is snappy and has good readability. Granted, I play a lot of these games, so maybe I’m just more forgiving. Monster animations, especially for the weirder ones, have visceral weight to them. Your own movement sometimes lacks a lot of that - and yes, sorry, I’m one of those people who really think the dodge roll should be retired and replaced with sidesteps or dashes, it’s just goofy at this point, especially if you cannonball across half the screen, like you do here. The perspective is top down with a slight tilt. It adds to the atmosphere of most places, since, as with dark places you visit with a lantern, the area you actively have visual control over is limited. This is double edged to a point where I say it’s one of the most frustrating visual features I have ever encountered. If it wasn’t in true Souls fashion constantly your worst enemy that would be fine. Geometry often obstructs your line of sight, so that you feel like you cannot control what you want to see. What makes it so frustrating to me is that this was a deliberate choice, despite the fact technical implementation suffers from a bunch of problems. Sound Soundtrack is fine and fits the theme. Shame that the band you collect don’t have more custom songs, but the ‘finished’ song was fantastic. Weapon swings lack punch and weight, but Specials deliver. What the game nails are sound cues like the cracking of your shield, for example. The standout here is the voice acting which has a lot of heart and good direction and helps the characters being much more vivid. Special shoutout to Felker, whose VA must’ve gargled gravel and sand for reals. It’s a shame your own character isn’t voiced - I don’t think having yourself be a blank slate silent protagonist was necessary here. Story We’re not treading new ground here. The world is fucked by some ancient goof-up and people have to live in isolated communities, barely surviving, their former cities, glory and empires lie in ruin, swallowed by the callous sands and time and the stereotypical dark force, in this case the Corruption. You are an aspiring Remnant Knight, a traveling warden able to withstand Corruption and fight it to protect your home and friends. You and your mentor discover something’s awry, you investigate, yadda yadda… I’m not saying exploring the world is not cool and interesting, but what elevates Sands of Aura is its zoomed in story and theme about hope and community and the very relatable and deeply weird characters you meet throughout your journey. For a better connection to them, I wish your character was… well, a character. I don’t see a reason for their lack of personality and not having more fleshed out dialogues for them, since your disposition is pretty linear anyway. A sort of heads up: it also does the thing these games love to do and some quests are convoluted and deliberately obtuse. It’s not as bad as FromSoft, but you need brains, unquenchable thirst for exploration, or the internet to catch everything and I’d say it is worth it. Gameplay It’s a top down souls like. Combat punishes greed, exploration rewards the bold,enemies respawn on death or rest, you have Bells for Estus Flasks, and everything is very, very deadly. The adaptation is overall successful, but sometimes, the cracks show, especially when the camera acts up, you get sniped from offscreen, or when you fight more than one enemy at a time that’s not a basic zombie. The ebb and flow of combat is nice - hits fill up your corruption meter, which you can use to execute a special attack, which in turn is converted to magic channelled into 3 flavors of spells, basically offense, utility and defense. Weapons are very diverse and modular and it's fun to tinker with the different pommels, blades, runes for and types of Armor etc to create your personal build. You also have a lantern that sheds light when raised and creates a protective dome with its own regenerative HP pool. You can use it to tank hits or parry. I liked the flavor and utility a lot, especially when upgraded. Sands basically copies Talismans from Hollow Knight and I’m always happy to see that system pop up. Build variety has a crazy amount of moving parts and it’s a lot of fun to mix and match. Exploration is satisfying, traveling with your ship and discovering new places and ports and generally sailing a sandship is such a neat idea. It would be nice if there was more to do, or if the thing was customizable, but that’s the constraints of indie games for you. It’s fair to mention that a few areas of the game are unpolished, some clearly unfinished content, but I’ve encountered no bugs or softlocks. In Conclusion Tragically, Sands of Aura is one of those games that have genuine heart and a solid core, but in my whole life, it’s unlikely I’ll ever casually talk about it and exchange opinions on story, or characters, its highs and lows or even gameplay features, simply because not enough people know about it. Still, loved it to bits, and gladly sailed those sands. Hard recommendation.
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