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Saint Slayer: Spear of Sacrilege Review for PlayStation 5

“Saint Slayer: Spear of Sacrilege” Review by Nick Navarro

Following a game’s development over time creates a different kind of connection before you even press start, and that was absolutely the case for me with “Saint Slayer: Spear of Sacrilege.” As someone who regularly listens/watches Colin Moriarty’s podcasts over at Last Stand Media, I’ve been aware of this project from Lillymo Games for quite a while. That familiarity made it especially important for me to approach this review with a clear head, setting aside any built-in bias and focusing purely on what’s here. Fortunately, what’s here is a very confident and unapologetically retro experience that knows exactly what it wants to be.

Saint Slayer: Spear of Sacrilege Review for PlayStation 5

Set in 1698 within the fractured remains of the Holy Roman Empire, the game wastes no time establishing its grim tone. You step into the boots of Rudiger, an ex-soldier turned farmer who is pulled back into violence as a corrupt priest named Father Pacer begins terrorizing the land in search of sacred relics. The premise is straightforward, but it fits perfectly within the framework of a side-scrolling action game that prioritizes atmosphere and momentum over deep narrative complexity. There’s a clear reverence for classic gothic storytelling here, and while it doesn’t try to reinvent the wheel, it delivers just enough context to keep the action feeling purposeful. To be frank, it probably still has more dialogue and story than many retro titles it’s emulating. From the moment I started playing, it was obvious that “Saint Slayer: Spear of Sacrilege” is deeply rooted in the DNA of late-80s design philosophy. This is an NES-style action game through and through, and not just in appearance. The pixel art is sharp, detailed, and drenched in grim, gothic flair, with an impressive amount of its own charm that adds to the game’s identity. The environments are varied across its twenty-one stages, and each one feels handcrafted to challenge your timing and positioning. Complementing the visuals is a fantastic chiptune soundtrack that feels authentic without sounding derivative, reinforcing that old-school atmosphere in all the right ways… I may need to buy that vinyl they just announced.

Mechanically, things are kept deliberately simple. You attack with the Spear of Sacrilege, manage your spacing, and learn enemy patterns through repetition. There’s no unnecessary complexity layered on top, and that’s both one of the game’s biggest strengths and its most noticeable limitations. The controls are tight and responsive, which is crucial in a game where precision is everything, but success often comes down to memorization and execution rather than adaptation. Each level is relatively short, often taking just a few minutes to complete once you know what you’re doing, but getting to that point can take several attempts. Difficulty is a defining feature here, and it doesn’t pull any punches. This is the kind of game that expects you to fail, learn, and try again, echoing the design sensibilities of the era it’s paying tribute to. When you die, you’re sent back to the beginning of the stage, and while that’s faithful to its inspirations, it’s also one of the areas where I felt the experience could have benefited from a modern touch. There were moments where restarting entirely felt more frustrating than rewarding, especially during longer or more demanding stages. That said, I also understand that this was likely a deliberate choice to preserve authenticity, and the game commits to that vision wholeheartedly.

I’ll admit, after learning this from one of Colin’s podcasts, I made use of the “DSP” password to give myself ninety-nine lives, mainly to keep the pace moving for the sake of completing this review. Even with that safety net, the challenge remained very real, which says a lot about how demanding the game can be. For players who embrace that old-school difficulty curve, there’s a lot to appreciate here, but it’s definitely something to be aware of going in. One of the more interesting aspects of the game is the inclusion of player choice, allowing you to help or harm certain characters you encounter. It’s not a massively complex system, but it adds a layer of personality and if you’re trying to get all the trophies in the game it’s something to know about. The game is very replayable, there’s plenty to do, with unlockables, challenges, achievements/trophies, and even animal familiars to discover. These elements encourage multiple playthroughs, especially for those looking to master every stage and uncover everything the game has to offer.

The boss fights are another highlight, particularly the sea creature encounter, which stood out to me as one of the more memorable moments in the game. Each boss requires you to pay attention, adapt, and execute carefully, serving as satisfying tests of everything you’ve learned up to that point. They break up the pacing nicely and give each section of the game a sense of culmination. What really defines “Saint Slayer: Spear of Sacrilege” is how committed it is to its identity. This isn’t a modern reinterpretation of an old formula with added conveniences and expanded systems. It’s much closer to a direct translation of that era’s design into a modern package. If you’re looking for something that builds upon the foundation of classic 2D action games with new ideas and quality-of-life improvements, you might find it a bit too restrained. But if you want something that feels like a lost title from the NES era, brought forward with care and precision, it absolutely delivers.

At its ten-dollar price point, it’s easy to see the value here, especially for fans of the genre. It’s a focused, well-crafted experience that respects its influences and sticks to its vision without compromise. While I personally would have welcomed a few small modern adjustments, there’s no denying the level of polish and intent behind what Lillymo Games has created. Walking away from it, I’m impressed not just by the game itself, but by what it represents for the studio. Lillymo continues to show a willingness to explore and celebrate different classic genres, and that versatility makes me genuinely curious about what they’ll tackle next. In the off chance Colin reads this, I just want to say thank you for all that you do and it’s been an awesome journey watching and learning from you over the years.

8.5/10

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Gaming since I was given an original Nintendo as a kid. I love great storytelling and unique ingenuity. When both collide in a single game, I'm a happy gamer. Twitter/IG @NickNavarro87

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