Sinner – Sacrifice for Redemption is an Action-RPG boss rush created by Another Indie. It brings to the table a unique and hellish experience that fits well into the dark setting. Set in a world where you must defeat bosses based on the seven deadly sins, it carts you from boss to boss, while crippling you a little more each fight. Comprised almost entirely of boss battles, Sinner – Sacrifice for Redemption (SSFR) takes cues from “Dark Souls” and “Shadows of the Colossus”. Despite paying homage to these games, everything about SSFR for Nintendo Switch allows it to stand on its own merits.
As the nameless wanderer, you get to choose which order you will conquer this representation of the seven deadly sins. Each boss has a unique cut-scene and story piece prior to battle. Paying attention can aid you in knowing how to defeat them. Using a static selection of weapons and items, you must dodge and attack your way thru their patterns in an attempt to defeat the bosses. If you manage to defeat them, you get a small boost to your stats. You must sacrifice specific stats, items or abilities before undertaking each fight so these small boosts become essential. Fortunately, you get to choose the order for which you make sacrifices, which requires almost as much strategy as defeating the bosses themselves.
You have different attacks available to you Depending on which weapon you are using. Combat is incredibly smooth, never once giving you a chance to blame a death on the game’s performance. Only altered by the sacrifices you make, the item list is a distilled version of what you would find in most any “Souls” style game. Healing phials, firebombs, long range spears and a fire enchantment for your sword fill out the items list. Each has a set amount of uses which only change as a result of beating a boss or making a sacrifice to fight one.
There is no free view as it is always locked to your enemy. This becomes an issue in one battle specifically but is mostly a quality of life improvement. There is also no open exploration, so there’s less of a reason to need a free view. Not having to constantly alter your viewing angle has its benefits. Views are never obstructed showing how much time was put in. The fixed view doesn’t hinder navigation but can become an issue. Certain bosses because they or their cohorts can end up beside you before the view shifts.
From tree’s to headstones to something as simple as stones on the ground, the game manages to impress visually at every avenue. As if taken straight out of someone’s nightmare, the stages and backdrops all reflect the story for each boss. Sometimes a crypt, a cathedral or burial chamber, but always on theme. Static but detailed backgrounds help sell the dark setting with a bit of a haze added. I would have expected much lower quality from an indie visually but Another Indie appears to have cut no corners here.
Phonically, the game does everything it needs to. Sometimes its even hard to remember this is an indie game. Sword swipe sounds are altered when imbued with fire and sound great. You can hear every enemy attack and footstep clearly even thru the ambiance of crows and other background noises. The music never gets in the way and further sells the creepy and dark tone of the game.
If you enjoy a nightmarishly difficult game or are a big fan of the Souls style games, I can’t recommend this game enough. Despite the lack of exploration, it stands out as a distilled version of what every Souls game wants to be. Combined with its indie price tag, and you’ve got an experience that is worth both your time and your money.