When Lords of the Fallen appeared in 2014, it was fascinating to see how another programmer dared to imitate the Souls Software formula. But now, when it is a whole species, seeing another great budget soul simply does not seem unique anymore – even the star wars had a crack. So what is the first berserker: Khazan brings to the table? What fresh accent or novel is distinguished by this Solilica? To be sincere, I don’t see one. If I had to be as reduction as possible, I would say that it simply requires basic ideas from Nioh and Parry Sekiro hits on top.
Some of you can read this and think that this eye anime RPG sounds derivative. Others probably drool with joy. Well, both reactions make sense. There is absolutely nothing original in the first Berserker: Khazan. It can also be the most fun I have played in Solile for years.
You are a general Khazan, once a veteran who was formulated as treason by a cowardly emperor. After cutting off the tendons in your arms, you are reluctant to create a pact with a enormous guy called Blade Phantom, who gives you the power to cheat death. Hence, you decided to punish those who formulated you and restored your name.
Yes, it’s almost macbeth. History is one of the weakest elements of the game, stories of revenge, who sees that you are breaking a group of forgotten villains and allies. Even worse, most of the plot is revealed by the told slides. To grant the writers, they seem inhibited by the fact that it is a prequel (a kind of) Dungeon Fighter onlineFree to play, he defeated them by the same programmers. But I can’t imagine that even die -hard fans will be invested.
The main history missions are basic enough. Fight by some enemies and mini-bosses, airy some bonfires and unlock shortcuts along the way, then beat the boss slot at the end. This journey is unfortunately another Khazan shortcomings – everything until these boss fights seem to formalities. They try to mix it from time to time, introducing puzzles, but above all you go from point A to point B and killing everything along the way.
Enemies who are getting worse are a sense of quality. Fighting with a group of lizards was fun for the first time, but before they performed as the main antagonists of the fourth main mission, I really was bored. These are not only the types of enemies who are tiring, the way they are arranged at the level makes the whole matter seem tedious. I lost the number of times when the game threw a bulky mini-bossa at me, I put a group of archers behind her and called it a day.




Even when you try to get some additional diversity from side missions, mainly they just seem recycling from the main story. Some maps will be changed in an fascinating way, adding puzzles or opening fresh routes that were previously inaccessible. But again, very few of these missions add unique enemies, and everyone I played with was wearing a cut version of the main story. One Side Quest tried to justify it, insisting that the boss was the brother of the twin of the last guy I fought. You are not skillful, Khazan – I know that you just put a helmet on the last boss model and dusted your hands.
But although bosses may appear more than you want, they make up for one significant way: they are absolute threats. In addition to ordinary unchanging blows, there are combinative strings, which have ten length attacks, gripping, which are marked only with audio guidelines, attacks that build a negative status effect, even after blocking them, the area of effects that almost fill the entire arena. Icicle Yetis and Hamman, and the demons wave Khazan, throw everything to you. Hardcore fans of this genre may think that I hide LED here, but this may be one of the most complex salts I played, only because of the fights of bosses.

Ultimately, however, they are fair. Khazan balances his aggressive nonsense, giving a massive bag of defense tools. It is true that there are only three weapons – a double ruler, a enormous sword and a spear – which compared to Elden Ring may sound like a huge limitation. But this is more like NIOH ideas. Each type of weapon has its own skill tree, unlocking unique special attacks, movement options and buffs. All three weapons are distinguished from each other, and thanks to the constant progress of the skill tree I have never felt burned when I just stick to the double ruler by most of my game.
It cleverly comes in the way you exploit these blades. There are four different ways to counteract enemies: you can avoid, you can guard, you can evaporate and you can exploit counterattack skills to deviate to unlock. But you can exploit their “edge” variants perfectly. They will support regenerate strength or reflect the damage back to the enemy.

This causes great battles, which are satisfying in a way that Sekiro did not feel any other boss fights. There is great satisfaction with a perfectly reflecting 30-second combination of the beast. Or evaporation of the monstrosity of monstrosity and shaving half of his staggering bar. There are no tacky strategies or feats that you can find, you just have to block and play the perfect game every time. This is a discouraging, but there is an unparalleled feeling that it must exceed the dance revolution perfectly and very fatal.
As someone who loves this species, I can forgive so many defects of Khazan because of this fierceness. But I can’t deny that the game has many weaknesses except these battles. If it was a more concise adventure (full game, it will withdraw about 80 hours), many problems I mentioned may not seem so much. Instead, it makes me feel a conflict. I am caught between lamenting with his laborious (and often processed) campaign, while really celebrating her satisfying, in -depth fight. In Khazan, there are bruised treasures of bosses buried in Khazan for any stiff Soulslike fans, it’s a pity that you need to dig mounds with uninteresting levels and dozens of these enemies themselves to get to them.
This review is based on a review of the review provided by the publisher.