TLDR : If you’re playing the Souls games mostly for combat, this might be not for you. But if you’re at least equally playing it for their level design and its exploration – I beg of you, give this one a try. I can nearly guarantee you are going to get your money’s worth out of it. Introduction This might just be the most underrated game I’ve come across in my 30 years of video gaming. I bought into this knowing about as much as - it has great level design, rewards exploration and is apparently not too popular. My first impressions were really good, so I kept wondering why it’s only sitting at mostly positive with not too many reviews overall. As I continued playing, I was waiting for the catch but it never came. Please do not get misled by some of the reviews, this is a high quality product. When I read critique like “unpolished”, “clunky controls” or “low content”, I have to genuinely ask these ppl which game they played, cause none of this is true, quite the opposite actually. I don’t write many reviews, but feel obliged if a game truly deserves it, which is definitely the case here. I’ll try to structure this in a way so you can find potential selling points or deal-breakers without going too much into detail. Just one more thing so we are on the same page – if I mention “souls-like” I am talking about FromSoftware’s Souls-series only, not some wild offshoot since the term itself is incredibly inflated nowadays. World/Level Design Sands of Aura’s strongest feature is its souls-like world/level design – intricate levels, immense verticality, with loopbacks, shortcuts and secrets all over the place, but seamlessly forged into a level’s main theme with lots of details, which makes it not just look good, but also very interesting to explore. Unfortunately, this very fact is barely mentioned in the game’s steam description. It is not trying to be a Souls game, but clearly inspired by the series. The Souls games are mainly known for their precise, tight combat and difficulty and while acknowledged, their ingenious world/level design always falls a bit flat when ppl talk about it. Very similar to Sands of Aura – while its combat is perfectly fine for someone like myself, it cannot hold up to the Souls series. However, its level design is by far the best I have ever seen besides that, partially even rivaling this very quality and creativity. I’m pretty sure one of the main reasons of Sands of Aura’s mediocre receptions is that ppl bought into this expecting souls-like combat and did not get that. Hence, I cannot put enough emphasis on the above paragraph – do not buy this if combat is your main thing. But as long as you enjoy exploring intricate levels and are not bothered by “just” decent/good’ish combat, there is basically a zero chance you will not have fun with this game. Camera and Combat Be aware that the camera while fully rotatable, is only tiltable a few degrees which results in a mostly isometric style bird’s eye view. I cannot tell you whether this is a technical limitation or design choice. But this of course influences the view (and feeling) for exploration, as well as combat. The game is difficult, if you die you will lose all currency (Glint here) and almost every enemy respawns. There is no lock-on, the direction of your attacks and dodges are merely dependant on your input direction. And your input matters, dodging (potentially blocking), positioning and waiting for your opening is required. There is trash mobs which you can hack’n slash, but many enemies are far more dangerous and hit very hard. The camera has pros and cons here – on the negative side it can make it hard to see enemies ahead and potentially run into an ambush, the game is never unfair though. On the plus side, the bird’s eye view gives you great awareness of the battlefield since you often fight multiple enemies at once. Do not get the wrong impression that this combat would be bad when I say it cannot hold up to the Souls series, keep in mind we are talking about one, if not the best combat in any video game. Sands of Aura’s combat works, is perfectly passable and I had quite a bit of fun with it even though this is not my main thing. The restricted camera can be a deal-breaker for ppl, which I can understand. It did bother me at first as well, but I got used to it eventually not feeling restricted by it too much in the long run. To be honest I even enjoyed having a great look over the battlefield. Occasionally there’s situations where I wished I had a fully free camera, but the game is designed with this limitation in mind regarding level design and enemy/arena placements – there is some incredibly cool vantage points which you probably could miss with a free camera. In the end it comes down to how much it bothers you personally, the 2-hour refund window should suffice to test this. Controls I’m a PC Gamer, as long as Keyboard/Mouse is functioning this is my preferred method of controlling. There’s complaints about the controls being sluggish and clunky which I just do not agree with. I started with K/M where this is maybe somewhat true. Out of curiosity I tried a controller after the first hour or so and that felt a bit better, at this point I even found the controls to be quite precise. And mind you, I was playing on an ancient and half-broken PS3-Controller using Steam’s built-in Controller support. I’d say if this setup can run it fine, everything should be able to. Of course, opinions differ but again this is something you can test well enough within the refund window. The Rest While being souls inspired, this game has an actual story. I do not like to rate a story’s quality, since this is too subjective generally, but I can tell you that the story is well presented. Every line (besides some narrative parts within conversations) are fully voiced, well voiced that is - something you cannot expect from an indie game. I did not pay too much attention to it in the beginning, which I regretted later on, because I could not quite follow some of the side characters story lines. That’s my own fault obviously. The game looks great overall, some of the spell effects in particular. You “charge” up your next attack/dodge/block with spells, which causes a visual effect I sometimes triggered just because it looked good. There is no character levels, you progress through Weapon/Gear/Spell upgrades, Talisman Slots and Runes for Armor. The latter you’ll find, Weapons you can individually craft from the beginning (and change anytime later), which is quite unique. Armor Sets as well as your weapon parts (4x total) or the talismans have some effect, there’s also “until death”-permanent potion effects on top, which combined define your build. Overall, you should have a lot of options if you’re the experimenter type, I stuck to what I liked in the beginning and adjusted accordingly. The game also has a NG+/Hard Mode. Replayability is surely there – since I play these games mostly for their exploration it just does not work me, since that exploration part falls too flat the second time around. It’s the same for all of the Souls games though. Conclusion It genuinely hurts my gaming soul that this game does not seem to get the recognition it deserves . Not just the rating overall, mostly the raw quantity, which I guess is always somewhat of an indicator on how well it sold. One can tell that this is made with love, there is creativity and detail not just in its great world/level design which partially even rivals the Souls series. I want this to be more successful, for the simple (quite selfish) reason the developers make enough profit to have the resources of creating another great game like that. If there’s something I’d ask of you – give it a fair try. I did and I got rewarded.
Read more