Savagery raging unabated.
I’m not really that surprised by the hostility, as I’ve been wielding a sizeable polearm for the majority of this adventure and I’ve not been shy about using it. Before that I was wielding a ridiculously huge two-handed sword. But, despite the impressive damage potential, it was simply too slow for me to feel comfortable fighting with it. It was rather effective at blocking damage, though. Not that I’d intended this build to be proficient at blocking. Despite my preferred Blood Codes being Berserker, Hermes, Atlas, and Fionn which are all suited to blocking with their inherent damage resistance.
But I preferred dealing damage to tanking it.
Then I unlocked Chariot Rush and decided that I’d never desire anything but the exhilarating thrill of rolling away from lethal damage. Not that I was always successful in that endeavour. But that’s the fault of the bosses and their ridiculous damage potential, and not the fault of my reflexes.
In all seriousness, I’m not particularly fond of how bosses can kill you instantly with a handful of their attacks. It wouldn’t be as frustrating if they didn’t have an abundance of health. But they do. The majority of bosses are not necessarily difficult, but the encounters quickly become tedious as you slowly chip away at their health knowing that one mistake could end that attempt. It’s certainly a way to make things more difficult, but it’s not entirely fun. If the bosses had slightly less health the encounters would feel better. They’d be fun. You wouldn’t even mind the possibility of being instantly killed. But instead (the majority) feel like they’re being artificially extended by the ridiculous health that bosses have. With the considerable damage polearms (or two-handed swords) do, I can’t imagine how tedious they would be with a bayonet.
That’s my only significant criticism of Code Vein, though. Otherwise the world is vast and enjoyable to explore, while the bosses are rather delightfully tailored to the locations that they’re fought in. Care and attention definitely went into designing the different areas as well, as each poses specific challenges and feels wonderfully unique. You’ll need to adjust your Gifts as you explore to counter various environmental hazards, too. It’s a refreshing approach that makes locations memorable. Even if those memories are ones you’d rather not recall, as you were suffering throughout.
Then again, they’re still the best memories of being on vacation that I have.
Of the other mechanics present in Code Vein, I’m enthused by the Blood Codes. I adore how much flexibility they afford when building characters. There are very few Gifts that can’t be inherited, and being able to draw from multiple Blood Codes to form your build is a satisfying experience.
I’ve greatly appreciated how the developers have attempted to be innovative through (surprisingly) coherent mechanics, and I’ve found the overall experience to be a pleasant one so far. It’s been fun, too. Which I wish I could say more often than I do. Unfortunately, it would seem that longevity outweighs enjoyment in (the majority of) video games nowadays. But Code Vein is an excellent example of when developers choose to prioritise engaging mechanics over never-ending content, and it delivers a rather unique post-apocalyptic JRPG as a result of it. I’m hoping that the developers will consider a sequel as it certainly deserves one. I’d be interested to see what they do next. Whether it would be more of the same, or whether they would diversify with something entirely new set in the same (or a similar) universe.
Have a nice weekend, all!