The First Berserker: Khazan Review – A Taxing and Gruelling Soulslike That Never Lets Up on Its Difficulty
I. Introduction: Overview of “The First Berserker: Khazan”
“The First Berserker: Khazan” is a significant addition to the hardcore action role-playing game and soulslike genre, inviting players into a world steeped in dark fantasy and challenging combat. This title is set within the established universe of “Dungeon Fighter Online” (DNF), a popular franchise known for its intense action and lore-rich setting.
While rooted in this universe, “The First Berserker: Khazan” presents a standalone narrative centred on the journey of Khazan, a once-celebrated general who seeks vengeance after being betrayed and exiled from his empire. Players can embark on Khazan’s perilous quest for retribution on PC via Steam, PlayStation 5 and Xbox Series X/S, marking a multi-platform release for this demanding action RPG. Notably, a demo version of the game has been made available, garnering a largely positive reception from players eager to experience its challenging gameplay and unique aesthetic.
The connection to the “Dungeon Fighter Online” intellectual property is a notable aspect of “The First Berserker: Khazan”. Leveraging an existing fanbase could give the game a strong initial audience, particularly among those familiar with Khazan’s story and the world of Arad. However, this connection also brings the potential for established fans to have specific expectations regarding the game’s narrative and gameplay style.
The developers have emphasised that the story is designed to be accessible to newcomers, focusing on Khazan’s journey without requiring prior knowledge of the original lore. This approach broadens the game’s appeal while satisfying the existing fanbase. Furthermore, the positive initial response to the demo suggests that “The First Berserker: Khazan” has successfully captured key elements that resonate with fans of the soul-like genre. The “Very Positive” rating on Steam for the demo, based on many user reviews and favourable comments in online gaming communities, indicates a strong initial interest and anticipation for the full release. This positive early reception suggests the game’s potential to succeed in a competitive market.
II. Initial Reception and Engaging Hooks
Early impressions and gameplay footage of “The First Berserker: Khazan” have provided insights into the game’s potential to captivate players. Analysis of sources such as YouTube videos and Reddit discussions reveals a generally positive initial reception, with several aspects particularly engaging. Many players have lauded the fluid and responsive nature of the combat system, noting the satisfying feel of executing attacks and the overall dynamic flow of battles. The animations and sound design have also been consistently praised, with players highlighting the impactful sounds of hits and the visual feedback of combat manoeuvres. Some have commented explicitly on the weighty feel of the combat, comparing it favourably to other entries in the souls-like genre, suggesting a satisfying sense of impact behind each action.
The game’s art direction and visual presentation have also garnered significant attention, often described as anime-inspired or featuring a distinct cel-shaded aesthetic that sets it apart from more traditional dark fantasy games. This unique visual style has been cited as a significant draw for many players, contributing to the game’s overall appeal. Furthermore, the demo has been perceived as offering a fair level of challenge, aligning with the expectations of the souls-like genre without feeling overly punishing in its initial stages. A notable technical aspect that has been positively received is the fast respawn animation after death, a feature that minimises downtime and keeps players engaged. Additionally, the smoothness of the game’s menus has been noted, contributing to a polished user experience.
However, not all initial impressions have been uniformly positive. Some players found the level design in the demo somewhat essential or linear, lacking the intricate exploration often found in other souls’ likes. Contrasting with the praise for weighty combat, a few players described the combat as feeling “floaty” or lacking a substantial sense of impact, indicating that this aspect might be subjective or depend on individual preferences.
Concerns were also raised regarding the length of exhaustion animations and inconsistencies in dodge timing within the demo, suggesting areas for potential refinement. One commenter found the initial 15 minutes of gameplay unengaging, highlighting the importance of a strong opening to capture player interest. Additionally, while many praised the unique art style, one opinion described it as generic, indicating that the visual presentation might not resonate with all players. Early trailers also reportedly suffered from frame rate issues, raising initial concerns about technical performance.
Despite these mixed impressions, several engaging hooks can be identified. The promise of challenging and rewarding combat, frequently resembling the parry-focused gameplay of “Sekiro: Shadows Die Twice”, appears to be a significant draw for souls like enthusiasts. The core narrative of a betrayed hero seeking revenge also compels players to invest in Khazan’s journey. The unique anime-inspired art style continues to be a prominent factor in setting the game apart and attracting attention. Finally, the connection to the established lore of the DNF universe offers a rich backdrop for the story and could appeal to existing fans of the franchise.
The contrasting opinions on the feel of combat, specifically the “weighty” versus “floaty” feedback, suggest that the perceived impact of attacks can be subjective and heavily influenced by individual player expectations and prior experiences with other souls like titles. Some players might prioritise a strong hit’s visual and auditory feedback, while others might focus more on the responsiveness and fluidity of character movement. The description of combat as “floaty” could stem from comparisons to souls known for their more grounded and deliberate combat, such as the “Dark Souls” series.
The initial adverse reaction to the early gameplay experience underscores the critical importance of a strong and engaging introduction to video games. Even if a match possesses significant depth and quality later on, a slow or uninspired opening can deter players from continuing and potentially lead to missed opportunities. The debate surrounding the uniqueness of the art style indicates that while “The First Berserker: Khazan” employs a distinct visual approach with its cel-shading and anime influences, the underlying mediaeval fantasy setting might still evoke a sense of familiarity for players who have encountered similar themes and environments in numerous other games.
III. Core Gameplay and Combat System
“The First Berserker: Khazan” incorporates a range of core gameplay mechanics familiar to those with the souls-like genre. The game adopts a level-based structure, where players progress through distinct stages that often feature interconnected areas and unlockable shortcuts, facilitating navigation and exploration. Checkpoints, known as “Blade Nexuses”, serve as safe havens where players can rest, level up, and respawn after death while resetting enemy encounters within the level. Players lose their accumulated experience points upon death, represented by the currency “Lacrima”. Still, they can retrieve them by returning to their point of demise, a core tenet of the soulslike formula. Levelling up at these checkpoints will enable players to enhance Khazan’s core attributes, improving his combat prowess and survivability.
A significant aspect of the gameplay is the loot system, where enemies drop randomised gear that can be collected and equipped. This gear often comes with set bonuses, encouraging players to find and equip matching pieces for additional benefits. Players can further enhance their equipment by utilising the blacksmith, who offers services such as crafting new items and upgrading existing ones. Beyond the main story missions, the game features optional side quests that provide additional rewards, lore, and opportunities to explore the game world. However, some reviews noted that these quests might reuse areas and bosses from the main content. The central hub world, known as “The Crevice”, serves as a nexus point from which players can access missions, interact with non-player characters (NPCs), and manage various aspects of their progression. The game includes a summoning system that allows players to call upon a phantom AI companion known as the “Spirit of Advocacy” to aid players in particularly challenging encounters, such as boss battles.
The combat system in “The First Berserker: Khazan” is built around a core loop of perfect blocks, dodges, and counterattacks, emphasising precise timing and strategic decision-making. Players have access to three distinct weapon types: dual wield, greatsword, and spear. Each offers unique attack patterns, strengths, and weaknesses, catering to different playstyles. Each weapon type features its dedicated skill tree, allowing players to unlock and customise various combat skills and combos, further tailoring their approach to battle.
A central mechanic of the combat is the emphasis on parrying enemy attacks, a feature that has drawn frequent comparisons to “Sekiro: Shadows Die Twice”. Successful parries can deplete an enemy’s stamina, leaving them vulnerable to powerful follow-up attacks. Stamina management is critical for offensive and defensive actions, requiring players to balance their attacks carefully and evasive manoeuvres to avoid exhaustion. In addition to stamina, the game features a “Spirit” gauge, which is consumed when using weapon-specific skills, adding another layer of resource management to the combat.
Performing a perfect guard or block mitigates damage and can significantly impact an enemy’s stamina, creating opportunities for counterattacks. Players can execute a counterattack for specific, powerful, unblockable enemy attacks, indicated by a visual cue, a mechanic reminiscent of the “Burst Attacks” found in “Nioh 2”. The game also introduces “Brink” variants of both dodging and guarding, which, when timed perfectly, grant enhanced effects, rewarding skilled players who can master the precise timing. Like “Sekiro”, the player and enemies possess a posture bar. Depleting an enemy’s posture bar through sustained attacks and successful parries can lead to a critical hit, dealing significant damage.
Unlike established soulslike games, “The First Berserker: Khazan” introduces several unique features or innovations. One notable aspect is the reportedly forgiving parrying window, which could make the parry-focused combat more accessible to players who might find the timing in other souls’ likes more demanding. The game also rewards players for engaging in challenging boss fights, even if unsuccessful, by granting them experience points and skill points for their attempts.
This system encourages players to learn boss patterns without feeling entirely penalised for failure. Furthermore, “Khazan” offers a free respec option for skill points, allowing players to experiment with different builds and weapon types without the fear of permanent commitment. The distinct interplay between stamina, used for basic actions, and spirit, used for skills, provides a unique resource management dynamic in combat. Introducing “Brink” dodge and guard mechanics adds another layer of depth to the defensive options available to players.
The consistent comparison to “Sekiro: Shadows Die Twice” across numerous reviews and player discussions highlights the central role of the parry mechanic in “The First Berserker: Khazan”‘s design. This emphasis suggests that the developers intend for players to engage aggressively, utilising parries not just for defence but as a key component of their offensive strategy. While many sources describe the parrying window as generous, potentially more approachable than “Sekiro” for some, differing opinions indicate that mastering the timing might still present a learning curve.
The separation of stamina and spirit as distinct resources introduces an interesting strategic element to combat. The game potentially encourages a more dynamic and combo-focused fighting style by allowing players to use skills even when their stamina is low. However, some feedback suggests that the intended synergy between these two resources might not always feel fully realised in practice, and players might find dominant strategies that rely heavily on one resource over the other.
Including features like a rewarding boss fights attempts and offering free skill respec points towards a design philosophy to reduce player frustration and encourage experimentation. These choices could make “The First Berserker: Khazan” more accessible to a broader range of players than some traditional souls, known for their punishing difficulty and limited opportunities for build adjustments.
IV. World Design and Narrative
The world design of “The First Berserker: Khazan” features a linear progression through distinct stages, all accessible from a central hub called “The Crevice”. This structure is more akin to games like “Demon’s Souls” and the “Nioh” series than the expansive open worlds found in titles like “Dark Souls” or “Elden Ring”. Within each stage, players will encounter side paths and hidden elements, rewarding exploration with valuable items, crafting recipes, and upgrades for Khazan.
The environments themselves are diverse, ranging from snow-covered mountain peaks and rustic villages to dark mines, caves, corrupted temples, and even the obligatory poison swamp, offering a variety of visual and thematic experiences. Some reviewers have noted that specific level designs draw inspiration from classic soul-like locations, such as the infamous Sen’s Fortress and Anor Londo from “Dark Souls”, potentially offering familiarity to genre veterans. While the initial levels might feel linear, more complex and vertically orientated designs emerge later in the game, adding depth to the exploration. However, the map system in the demo was described as uninspired and potentially AI-generated, suggesting an area that might see improvement in the final release. The absence of a manual jump mechanic can also limit exploration in certain instances, frustrating some players.
The narrative of “The First Berserker: Khazan” centres on the tale of Khazan, a once-honoured general of the Pell Los Empire who is falsely accused of treason and sets out on a path of revenge against those who wronged him. Khazan’s possession by a powerful Netherworld entity known as the Blade Phantom complicates this quest for vengeance. This uneasy alliance grants him immense power but also shapes his journey. The game explores themes of betrayal, retribution, and the moral complexities associated with seeking vengeance. Set within the established and lore-rich universe of “Dungeon Fighter Online”, the narrative aims to provide a standalone experience that can be enjoyed without prior knowledge of the franchise. However, familiarity with the DNF lore might enhance the experience for some players. While the core premise of revenge is compelling, some reviewers have found the narrative to be straightforward and lacking in significant emotional depth. The story is conveyed through a series of distinct levels, with each area revealing more of Khazan’s past and the events leading to his downfall. Cinematic interludes, often utilising a painterly style or sepia-toned stills, help to advance the narrative and introduce key characters. Optional side quests offer further opportunities to delve into the game’s lore and world, though their impact might be lessened by the reuse of bosses encountered in the main story.
The decision to adopt a linear, mission-based structure with a central hub world aligns “The First Berserker: Khazan” more closely with the design philosophies of games like “Demon’s Souls,” “Nioh,” and “Wo Long: Fallen Dynasty.” This approach typically results in a more focused gameplay experience, emphasising combat encounters and direct progression through the story rather than the open-ended exploration of some other souls likesouls’e mixed reception to the narrative suggests that while the core story of betrayal and revenge is a common and often effective trope, the execution in “Khazan” might not fully resonate with all players regarding emotional engagement or complexity. The game’s connection to the “Dungeon Fighter Online” universe provides a rich tapestry of lore and history that could enhance the narrative for those familiar with the franchise. However, for newcomers, the effectiveness of this connection will depend on how well the game integrates and explains its lore without being overwhelming or exclusionary. The recurring instances of level design inspiration from other well-regarded souls, such as titles, could be viewed in two ways. On one hand, it might provide a sense of familiarity and comfort for players who enjoy the level design of those games. On the other hand, it could be seen as lacking originality if the inspiration is too direct and doesn’t offer enough unique twists or innovations in the level layouts.
V. Technical Performance and Player Feedback
Technical performance and player feedback regarding “The First Berserker: Khazan” have been varied across different platforms. On PC, the demo version generally received positive feedback for its smooth performance and the potential for high frame rates. Many users reported a fluid game experience,, someeven achieving frame rates well above standard refresh rates. However, some players encountered stuttering, particularly during cutscenes or specific in-game scenarios. The game has also been reported to run well on the Steam Deck, with users noting its impressive performance even on lower graphical settings. The developers have provided minimum and recommended system requirements for the PC version, offering potential players guidance on the hardware needed for a satisfactory experience.
On the PlayStation 5, the demo was described as “solid” in terms of performance, offering an option to unlock the frame rate. Despite this, some players reported experiencing frame rate instability and choppiness in certain sections of the demo, even when using TVs with Variable Refresh Rate (VRR) technology. Good loading times were also noted on the PS5, contributing to a smoother overall experience. Feedback regarding the Xbox Series X/S platform has been less prevalent, with one user expressing a negative overall impression of the demo on this console. One review outlet did indicate that they reviewed the game on an Xbox Series X/S, suggesting that professional reviewers will document the final performance on this platform across all platforms; the responsiveness of the controls has been generally praised, a crucial aspect of a fast-paced action RPG. A feature almost universally appreciated is the absence of loading screens after death. This design choice significantly improves the game’s flow and reduces frustration, especially in a challenging genre where frequent deaths are expected. One reviewer mentioned encountering minor performance issues in the game’s later stages, suggesting that optimisation in these areas might be needed.
The generally positive performance reports for the PC demo suggest that the game is well-optimised for this platform, at least in its early stages. However, even in the demo, the reported frame rate issues on the PlayStation 5 raise concerns about the console version’s stability at launch. Addressing these potential optimisation needs will ensure a positive player experience on consoles. The strong positive reaction to the lack of loading screens after death highlights the importance of minimising friction and maximising player engagement in souls-like games. This seemingly small detail can significantly impact the game’s overall feel and enjoyment, particularly for players who face frequent deaths while learning the game’s mechanics and boss patterns.
VI. Difficulty and Accessibility
“The First Berserker: Khazan” firmly embraces the challenging nature of the soul-like genre, presenting a significant learning curve for players. The game emphasises the importance of learning enemy attack patterns, mastering precise parrying and dodging techniques, and effectively managing stamina to overcome its formidable foes. While some sources describe the parrying window as relatively forgiving, potentially making it more accessible than in others, others have found it quite demanding, highlighting the subjectivity of this aspect. The combat system is designed with considerable depth, rewarding players who take the time to understand its intricacies and master its various mechanics. Effective stamina management is consistently cited as a crucial survival skill, ase and defensive actions consume this vital resource, leaving players vulnerable if not managed carefully.
To address accessibility, “The First Berserker: Khazan” includes an easy mode. However, numerous reviews and player accounts indicate that even on this lower difficulty setting, the game remains quite challenging, potentially not providing the level of accessibility that newcomers to the genre might expect. Notably, the Easy mode only becomes available after players complete the first mission, meaning they must first overcome an initial difficulty hurdle. Furthermore, some reports suggest that switching to Easy mode might permanently lock players out of the Normal difficulty, a design choice that has been criticised. Some reviewers recommend that even players who might typically opt for an easier difficulty should consider starting on Normal to get the intended game experience. Despite the high difficulty, the game incorporates features that aim to mitigate frustration and aid progression. Granting experience points for failed boss attempts and offering free skill respec options allow players to progress and experiment with different strategies without severe penalties. The summoning system also provides a means for players to gain assistance in challenging boss encounters. The demo version reportedly offered adjustable difficulty settings after the initial boss fight, suggesting some flexibility in the final game. However, the lack of more comprehensive accessibility options beyond the Easy mode has been noted as a potential drawback for players with specific needs or preferences.
The prevailing opinion that even the Easy mode in “The First Berserker: Khazan” is still very challenging suggests that the game’s core design is geared towards players actively seeking demanding experiences. While including a lower difficulty setting is a step towards accessibility, its continued high level of challenge might not effectively broaden the game’s appeal to those who are entirely new to the Soul license or prefer a less punishing experience. The decision to lock players into Easy mode after switching is a design choice that could limit player agency and lead to dissatisfaction if consumers later regret their choice or wish to experience the game at a higher difficulty level. The varying perspectives on the forgiveness of the parrying window highlight the subjective nature of difficulty in souls like games. What one player perceives as lenient, another might find demanding, depending on their prior experience and individual skill level.
VII. Challenging Elements
“The First Berserker: Khazan” presents numerous challenging elements characteristic of the soulslike genre. Boss fights are central to the game’s difficulty, designed to test players’ skills, patience, and adaptability. These encounters require players to meticulously study enemy attack patterns, manage their resources effectively, and execute precise dodges and parries to survive. Many bosses feature multiple phases, often introducing new attack patterns and strategies that players must learn on the fly. Several reviews have highlighted significant difficulty spikes associated with particular boss encounters, suggesting an uneven challenge curve throughout the game. Some players have found the early bosses particularly challenging, potentially creating a steep initial barrier to entry. While the boss fights are generally praised for their design and the exhilarating sense of accomplishment upon victory, one reviewer noted that some encounters could feel tedious due to low player damage output, leading to prolonged battles.
Beyond boss encounters, the core gameplay mechanics contribute to the game’s difficulty. The strict stamina management system demands careful planning of every action, as depleting stamina can leave Khazan vulnerable to enemy attacks. The precise timing required for perfect blocks, parries, and dodges leaves little room for error and necessitates a deep understanding of enemy animations and attack timings. Some players reported inconsistencies in dodge timing, which can lead to frustrating and unexpected hits. Enemies throughout the game can hit very hard, often requiring players to learn their patterns and avoid taking unnecessary damage. Certain “super bosses” are designed to be exceptionally challenging, potentially requiring numerous attempts to defeat. The limited number of healing items increases tension and challenge, forcing players to rely on their skills rather than brute force to overcome obstacles.
The consistently emphasised challenge of the boss fights underscores “The First Berserker: Khazan”‘s commitment to the hardcore action RPG experience. While demanding boss battles are a hallmark of the spousals and often provide a significant reward upon completion, the reported difficulty spikes could lead to player frustration and potentially disrupt the game’s overall pacing. The reliance on precise timing for defensive mechanics is a core element of the soulslike formula, requiring players to develop a keen sense of timing and rhythm. However, inconsistencies in these mechanics can undermine the feeling of fair challenge and lead to an understanding of arbitrariness in the difficulty.
VIII. Visual and Audio Presentation
“The First Berserker: Khazan” boasts a striking visual presentation characterised by 3D cel-shaded graphics and a distinctive anime-inspired art style. The game world is depicted as dark and atmospheric, with environments that are rich in detail and contribute to a tense and often oppressive mood. Players will traverse diverse locales, each with a unique visual identity, from snowy mountain passes to corrupted temples, showcasing the game’s artistic breadth. The level of visual splendour and artistry has been favourably compared to that of games developed by FromSoftware, a high benchmark within the genre. However, some reviewers have noted that certain areas in the game can appear drab or suffer from a muted colour palette, potentially diminishing the visual impact in those sections. While the character designs for Khazan and regular enemies are sometimes described as generic anime fare, the designs for bosses and more significant adversaries are often highly creative and visually impressive. The narrative is further enhanced by cinematic cutscenes that frequently employ a painterly style or use sepia-toned stills to convey key story moments. Regarding technical performance, occasional frame rate drops have been reported, particularly in later game areas, which could detract from the otherwise smooth visual experience.
The audio presentation of “The First Berserker: Khazan” has been widely praised for its excellence, significantly contributing to the overall impact and enjoyment of the game. The sound design is particularly noteworthy, with hard-hitting and crunchy sound effects accompanying attacks and impacts, providing satisfying feedback to the player’s actions. The sounds associated with successful parries and dodges are also reported to be highly gratifying, reinforcing the importance of mastering these defensive techniques. Detailed ambient sounds further enhance the sense of immersion within the game world, adding layers of atmosphere to the various environments. The English voice acting has been described as compelling, with strong performances that bring the characters and story to life. The musical score effectively elevates the intensity of combat encounters, featuring impressive themes, particularly for boss battles and in the game’s later stages, that heighten the sense of drama and challenge.
The striking and unique anime-inspired visual style is a key differentiator for “The First Berserker: Khazan” within the souls-like genre, which often leans towards a more traditional dark fantasy aesthetic. This visual approach likely contributes significantly to the game’s identity and appeal. However, the reported instances of some areas appearing drab or having a muted colour palette suggest a potential inconsistency in the visual presentation that could impact the player’s overall experience. The consistently positive feedback regarding the sound design highlights its crucial role in enhancing the combat and atmosphere of the game. The impactful sound effects and immersive ambient audio contribute significantly to player engagement and satisfaction.
IX. Comparative Analysis with Soulslike Competitors
“The First Berserker: Khazan” enters a competitive landscape of numerous well-regarded soulslike titles. Comparisons have naturally been drawn to several key games in the genre, including the “Dark Souls” series, “Bloodborne”, “Sekiro: Shadows Die Twice”, and the “Nioh” series. Regarding combat, “Khazan” most frequently evokes comparisons to “Sekiro” due to its strong emphasis on parrying as a core mechanic. However, some players have noted a potentially more forgiving parry window in “Khazan” compared to “Sekiro”, which could make it more accessible for those who find the latter’s timing particularly strict. The game’s level structure, with its linear stages and hub world, bears similarities to “Demon’s Souls” and the “Nioh” series, focusing the experience on distinct missions rather than a large, interconnected open world as seen in “Dark Souls” or “Elden Ring”. The loot system and weapon skill trees also draw parallels to the “Nioh” games, suggesting a potential for deep build customisation.
Compared to its competitors, the strengths of “The First Berserker: Khazan” include its fluid and responsive combat, which many players have praised. An anime-inspired visual style helps it stand out from the often more Western-influenced aesthetics of other souls likes. Innovative features such as granting XP for boss attempts and offering free skill respec options are player-friendly additions that are not always present in the genre. As reported by many, the weighty feel of combat contributes to a satisfying impact in battles. The fast respawn times after death also reduce frustration and keep the gameplay flowing.
However, “Khazan” also exhibits some weaknesses compared to its competitors. The linear level design might feel restrictive to players who prefer the exploration and interconnectedness of games like “Dark Souls” or “Elden Ring”. Some have described the narrative as forgettable or lacking emotional depth, which could be a drawback for players who prioritise stories in their gaming experience. The reported uneven difficulty curve, with significant spikes in boss difficulty, could lead to frustration for some players. While an Easy mode is included, its continued high level of challenge might not make the game genuinely accessible to newcomers to the genre. Some have described the stamina system as restrictive, potentially limiting the flow of combat. The absence of manual jumping can also hinder exploration and create minor frustrations. Finally, technical performance issues were reported in the demo, particularly on consoles, which could impact the overall experience if not addressed.
Overall, “The First Berserker: Khazan” is a challenging, combat-focused, souls-like game emphasising parrying. Its combat mechanics clearly draw inspiration from “Sekiro”. The game’s linear, mission-based structure and loot system align it with the “Nioh” series. The game has a unique anime-inspired aesthetic and some player-friendly features to mitigate frustration, although its difficulty remains high.
The frequent comparisons to “Sekiro: Shadows Die Twice” strongly suggest that parry-heavy combat is central to “The First Berserker: Khazan”‘s gameplay identity. This indicates that the game is likely targeting players who appreciate and excel at deflection-based combat systems. The recurring similarities drawn to the “Nioh” series in structure and mechanics suggest that players who enjoy those games’ intricate combat systems and mission-based progression might also find “Khazan” appealing. The balance of strengths, such as fluid combat and a unique visual style, against weaknesses like linear design and potential narrative shortcomings, provides a nuanced understanding of where “The First Berserker: Khazan” fits within the broader soulslike market. Potential buyers can weigh these aspects based on their preferences and priorities when choosing their following challenging RPG RPG action.
X. Conclusion: Overall Assessment
“The First Berserker: Khazan” is a formidable contender in the souls-like genre, offering a challenging and often exhilarating experience for players seeking a demanding action RPG. The analysis indicates that the game’s core strengths lie in its fluid and responsive combat system, which emphasises parrying and strategic use of skills, and its striking anime-inspired visual and audio presentation. The weighty feel of combat and the satisfying sound design enhance the sense of impact and engagement. Innovative features like granting experience for boss attempts and the availability of free skill respec are welcome additions that can mitigate some of the frustrations often associated with the genre.
However, potential players should know some of the game’s potential drawbacks. The linear level design might feel restrictive for those who prefer more open or interconnected worlds. While providing work for the action, some reviewers have described it as somewhat forgettable. The reported difficulty spikes in boss encounters could lead to significant frustration. While an easy mode is available, its continued high level of challenge might not make the game genuinely accessible to newcomers to the souls-like genre.
Overall, “The First Berserker: Khazan” is a worthwhile addition to the soulslike market, particularly for players who enjoy a parry-focused combat system reminiscent of “Sekiro” and appreciate a unique visual style. While it might not fully cater to those seeking a deep narrative or a more forgiving difficulty curve, its core combat mechanics and challenging boss fights are likely to satisfy hardcore fans of the genre. The game balances familiar souls like conventions and its distinct identity, making it a potentially engaging experience for veterans of challenging action RPGs.