Code Vein - I was disappointed

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In recent years action RPG games, which could be called clones of Dark Souls have started to appear more and more. I'm not surprised that more studios want to try their hand at it. Undoubtedly, players like to get beaten, go back to the nearest point of rebirth, get beaten again, go back to the point of rebirth (without collected points, because you forgot to raise them...) in order to beat the opponent after several tens of attempts... or throw the game in the corner, can return to it in a while.

Some of these games have already been created, and a breath of fresh air in this genre is becoming more and more difficult. Code Vein tries to add something characteristic of itself - some fresh ideas related to fighting, anime atmosphere... but that's where it ends, unfortunately. I can't say, however, that a dozen or so hours spent with the latest game of God Eater series creators didn't give me any fun.
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However, returning to the opponents, the level of battles with bosses is also quite uneven. There are fights that require a certain amount of patience and memory of habits (e.g. a kind of atypical pace of attacks that excludes doing two evasions one after the other). There are also fights which, despite appearances, become a formality and can be completed with the first approach. I missed in all this a bit of madness mixed with ideas that could be characteristic for the climate created in the game. Sometimes I also had the impression that most of the bosses in the arenas could be beaten in the same way. Without using special tricks, specific strategies or playing with elemental changes. This is best seen in one of the clashes, where everything is chaotic, and in order to ground the monster, one specific skill and efficient use of evasion are needed. Additionally, with a suitable computer-controlled partner who can share his life once in a while (which we can also do), additional amplification of damage or immunity, the whole thing becomes banal. There is plenty to choose from and regardless of the path of development chosen by the player, you can easily customize what your companion is supposed to focus on. Although it will largely focus the opponent's anger on itself, so that we can give him a few blows, escape to zero anyway.

What positively distinguishes Code Vein from the competition, however, is the possibility of mixing various styles of combat written in Blood Code with specific attacks, which over time unlock generally. This allows you to use a variety of builds and in fact, apart from what happens at the beginning, the fun is practically unlimited. If a character has reached a master rank associated with a given active or passive skill and meets the requirements for statistics, then he or she can be assigned to one of the places. That's why I'll probably want to find all the styles, improve them as much as possible and try different combinations. Especially the propositions connected with heavy weaponry. Undoubtedly it's impressive, some things need to be worked out, but if it is to be a special mark of the series, then I'm all for it. Even if, in fact, in the game itself I practically did not feel the need to switch over or look for fancy tactics. However, this does not rule out the possibility of adapting everything perfectly to each other - it is possible.
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Code Vein also looks pretty good graphically. The whole style is still really great, and in terms of optimization it occasionally noted a drop in frames. If it happened, it was usually when the confusion on the screen was decent, and from various special effects it was even boiling. Nevertheless, I think that it would be possible to get even more out of it. Especially that some places just give the impression of being thrown in a copy - paste, which after some time can mix so much, that a few times I wondered if I wasn't already here (if it wasn't for the minimap, it probably died in shoes). Similarly with music, which, while at the beginning gives the game the right colours, with time it simply irritates with the same notes used over and over again.
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However, I can't say that I didn't like Code Vein in any way. For about 36 hours I played with baked goods on my face, and I enjoyed playing with them. Therefore, despite everything I give a slightly higher rating than the "average". I will say more - the whole atmosphere, the surroundings and the way of approaching the subject of soulslike I like very much. It is noncommittal, does not squeeze the seventh sweat out of the player and tells quite an interesting story without the need to watch a ton of additional materials. I would like the possible sequel to be bigger, better and much more refined. It is possible and I wish this to the creators as much as possible.

Post-apocalyptic vision of the world of the future, vampires called Revenants and constant struggle not to be absorbed by the lust for blood turning the characters into monsters. The main character wakes up in the ruins of the city. He doesn't know how he got there, who the mysterious girl he saw first is. Over time, however, he learns more and more about his origins, the world around him and the role he will have to play in changing his life. Add to that a Japanese animation, gothic gas masks and... that's how Code Vein can be described in a nutshell.
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Actually, I could say that a big advantage of Code Vein is the fact that many of the feature complexes are transmitted through cutscenes, dialogues or found in locations of particles, which are used to unlock further elements of combat styles, so called Blood Codes, associated with specific heroes of the game world. It's all the more pleasant because you don't have to read between the lines or read dozens of studies related to the origin of the weapon... but sometimes you have to go through it at a turtle's pace. Climatic? Very much so, only with time it interferes more than it encourages you to develop your character. If only it was possible to make a part of it automatic instead of walking...

Nevertheless, it is all well prepared, since some long ones can be simply forgiven. The problem is that in the second half of the game, despite the faster pace of the story and bringing it to chopping up bosses, the secret behind the story of Code Vein also disappears. Even counting on surprising twists and turns, nothing appeared that could really catch and shake the emotions. A few events from the first half of the game, which, accompanied by melancholic melodies, can touch a little deeper, and I still liked it, set the tone for the whole story, which with time turns into a mechanical murder of subsequent opponents with a delicate explanation of why it deserves it.
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However, the biggest problem I had with my opponents, who, regardless of the location, are copies of the mechanics from previous places. Sometimes they differ in appearance, weapon or effects, which can impose on the character directed by the player, but also use very similar tactics to the rest, which at some point sneaks into the game monotony. Especially when exploring certain places requires a lot of patience and the same view. And not because they are somehow fancyly difficult. They are extensive, easy to get lost in them even with the map, and in some cases the creators force the player to search all corners. Ultimately, it all boils down to the typical Diablo series games of checking places where there are no dots or walls yet, to finally find this one matching key. It's a pity that there was no room for a few completely optional bosses or hidden places where we can find some special artifacts. But such really special ones, not another Awake for the collection. Especially since the arsenal as such is not very extensive and it would be a good idea to throw a few exotic toys in there. I hope that the possible sequel will be much more developed in this respect.



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