I've been bashing around a bit in
The First Berserker: Khazan and... I'm VERY conflicted on how I feel about it.
The visuals are spectacular, I love the VA cast so far, the narrative is pretty bare-bones at the moment, the combat system is really tight as that sort of Sekiro-meets-rhythm-gaming-Souls-like and they do a lot of great things like giving you a bit of XP every time that you make it a ways into one of the boss fights, so that you never run into an issue where you're not still making progress even if you're just grinding against a single boss for long periods of time. The more I found out that it was to mitigate the challenge of the boss fights, the more it made me wonder why it still does the Souls-like XP loss on death at all, since you just grab it outside the boss door, and the more I felt like this as a central gameplay loop itself diminished everything about the character that I'm meant to feel, because the game design & the story itself are in complete emotional juxtaposition to one another as an experience.
Let me clarify:
In the
Souls /
Bloodborne /
Sekiro /
Elden Ring games – you're an absolute nobody. Even in a game that very spectacularly emulates that sort of Souls-like experience like
Lies of P, you're still very much the underdog. That's why literally ANYBODY you run across can absolutely just mash you into the floor until you know how to deal with them. The experience of overcoming these monstrous bosses is you going up against the odds, and wrestling through adversity to survive in a world that is vastly bigger than you (why it uses things like extreme architecture & huge boss size to invoke that sort of "child looking up at adults & dwarfed by the scope of the world around them" psychological perspective for you as a player).
NONE of that's true of Khazan. He's a legendary general who defeated the Berserk Dragon, and is supposed to be unbelievably incredible. He was so feared that when accused of betrayal, they severed the tendons in his arms and had him caged up – before the Blade Phantom fused with him & healed his wounds at the start of the game. The man is supposed to be an absolute killing machine... but most of the time
playing as him feels like you're a porcelain doll with a foam bat.
You're barely ever fighting more than a couple enemies at once, and unless you're memorizing block strings and enemy attack patterns – you're gonna die
constantly. Even if you
didn't lose your Lacrima (XP) upon death, the combat system doesn't want you to ever be overwhelmed by normal enemies, and it's the enemy's attack patterns that determine the cadence of the fight – not you. You have to play EXTREMELY well to succeed, and so the system disproportionately encourages approaching every combat encounter with caution, and blocking over aggression which is...
antithetical to what Berserkers do by definition.
Compare this to the Musou combat system for
Dynasty Warriors Origins where you're meant to be one of the 1 vs. 1000 legendary warrior heroes, and having played this most recently, Khazan feels like he's struggling to be more intimidating than a random nobody even
AFTER he's been superpowered by a Netherworld Phantom beyond his legendary human potential as THE warrior general. Playing as Khazan never shows us what combat is like without his limbs at their peak function or anything like that... whereas in
Asura's Wrath you're the legendary warrior general framed for betrayal, and you literally have to fight through sections
without any arms at all, and still keep going against all odds – because that game's combat system literally just forces you to fight until you're furious enough to win – the
core of a Berserkser's fighting style.
That's a key feature of how the combat design in some very different types of games REALLY nails that feeling of you as the player being the Berserker / Legendary General where there are still elements of precise timing involved, and those combat system are by no means as well-polished – because they don't have to be for the experience they're establishing that the main character is supposed to face. By comparison, the
Souls games &
Lies of P have the death mechanic literally built into the mythology so that you're SUPPOSED to experience that constant grind against insurmountable odds over & over & over again. That's why having the fragile Souls-like gameplay feels so heavily at odds with who I believe that Khazan is supposed to be for the average player's experience –
even though the combat system in The First Berserker: Khazan has refined that experience itself REALLY DAMN WELL.
The first post-hub-world boss, Viper was rough getting through... and then you're presented with the reveal that he's got a phase 2 with another full bar of health. The first patch
significantly nerfed him AND boosted assistance for Easy mode, and even then I've seen Souls streamers who are way WAY better at these games than I am spending massive chunks of time to get through him. For me, getting through that boss just felt... like an exhausted frustration was finally over. Rather than overcoming insurmountable odds and being full of rage about what I was experiencing I was just... tired of it and mildly relieved I'd finally be able to do something else. It's just so odd, because – despite neither the story or the gameplay being bad individually AND me loving everything about both of those things – playing it feels like the game's narrative & the combat system are just relentlessly pummeling each other, and I'm enjoying both of them less the more that I play it.
It's very odd, and I'm not really sure if I stick with it or not, or just find someone else's playthrough to enjoy the story, and then play it without that element feeling like a factor, or what.
X 