Huh. That was an oddly-specific scenario.
Like, really specific. The kind of thing that you shouldn't really think about for any longer than you have to. So just close your heart to it or whatever.
…
…Hey, here’s a
quick, early impressions post on Code Vein!
When my brother presented
a copy of Code Vein to me, I laughed.
Part of that was
because it (and he) took me by surprise.
Part of that was because mere days earlier, I’d heard rumblings about
the game having a suite of character creation/customization options. Part of that was because, with him being the Souls
games expert between the two of us, I’d wondered if he was still down for Anime
Dark Souls. Had I asked him when the
thought popped into my head, I’m pretty sure I’d be talking about something
different right about now. Maybe
something Keyblade-adjacent. Or maybe something in an unhealthy shade of orange.
It’s not like I had
anything against Code Vein going in.
I had a mild interest in it at one point, yes -- albeit the mildest of
mild interests, two degrees above complete apathy. I’m not a Souls guy; I haven’t
finished a single entry in the series. I
have played my fair share of them, granted (with Bloodborne getting
the most time), and I’ve seen enough to say that I like the subgenre even if I’m
too much of a coward to stick with them to the end. My biggest problem with Code Vein as
an outsider looking in was a simple question: “Why bother with Code Vein when
you can just play Dark Souls?”
Now I have an
answer to that question. If you don’t have (or have never played) a Souls game…yeah,
get a Souls game. But tentatively
speaking, you’ll be all right with this.
The game is fine. Basically.
Arguably. Mostly.
Let’s get the
obvious out of the way first: yeah, the character creator is pretty good. With it, I was able to make a pretty accurate
representation of my Xenoblade Chronicles X OC, Lariat (who I’ve been repping
in multiple games since as a way to establish her character/loose canon as a
dimension-hopping super-soldier). From
the neck up, there’s a high likelihood that you can make pretty much any
anime-style character you want. I was
especially impressed, because -- even besides the salvo of accessories,
face paint, makeup, and scars you can add -- there’s one option that lets you add
extra frontal hair parts (a rarity in plenty of games, trust me) for just the
right kind of bangs you’re looking for. Meanwhile, there’s another option that lets
you change exactly what kind of highlights/shine effect you want in the
eyes. That’s in-depth.
The tradeoff here
is that you can’t do much about your character’s physique. There’s a rudimentary slider that widens up
your character -- somewhat -- but that’s about it. I get why you can’t have too much variance,
of course; it’d be a hassle to adjust and prepare character models for
cutscenes and different equipment.
Still, it’s disheartening. My
Lariat is supposed to be a downright Amazonian redhead, but even at the max
physique settings, Code Vein makes her look waifish and barely out of high
school (if that) when she’s supposed to be a grown-ass woman. Also, if anyone was wondering: the bust
slider is built into the physique slider, but it doesn’t allow for the
supermassive sizes of, say, Saints Row. Or anime, generally. Which is weird, because in the first hour or
so you meet the decidedly-buxom Io, who clearly found a way to break the slider
limit. So it’s not like the game can’t
handle it…though I guess that, again, it’s for the sake of modeling equipment.
I’m still counting
it as a loss, though.
But the real meat
and potatoes of the game --
Also, I’m just
going to go ahead and call out the game for having some pretty lackluster base
outfit options. THANK GOD somebody on
the dev team gave you the option to remove some of the garish accessories built
in -- but damn, how hard would it have been to give me a simple tank top and
jeans?
But the real meat
and potatoes of the game is the -- for lack of a better phrase -- dungeon-crawling. There hasn’t really been a dungeon per se,
and I doubt there will be for a while thanks to Code Vein being set in a
modern-ish, post-apocalyptic, vampire-infested wasteland (in which you are
the vampires, incidentally). In true
Souls fashion, you’re tasked with navigating dangerous corridors and
arenas, packed to the gills with zombie-like menaces who are more than happy to
bite, slash, stab, and breakdance you to death.
(I’m joking about that last one, but not by much.)
On the plus side,
you’re strong enough to handle yourself.
You’ll find weapons and armor to push back against the violent hordes,
along with a slew of attacks -- your standard weak and strong melee hits, sure,
but also special moves and buffs to give you the edge in a fight. Coupled with mechanics like dodging,
blocking, parrying, backstabbing, and your unique blood-draining ability (which
you can use to regain the blood, AKA ichor, AKA mana, you need to fuel your
specials), you’re not exactly useless in a fight.
On the minus side,
because this is a Souls game by way of -- *throws a dart at a spinning board
while blindfolded* -- Tokyo Ghoul, you’re beholden to the same general
ruleset. I don’t mean “minus” in a
negative way, mind you; it’s just a ruleset that makes you think instead of
letting you go full ham all the time. Combat, exploration, and gameplay in
general are beholden to resource management, whether it’s the stamina meter
that determines how many actions you can take at once (don’t spam your attacks
without leaving enough left over for a dodge!), or the Estus “Regeneration”
that gives you a minor stock of mild healing.
As always, you take BIG DAMAGE from enemies, so even if you’ve got a
full stock, you’re still effectively slapping band-aids on oozing gashes. But a band-aid is better than nothing, so
make good use of them.
I’m not a Souls guy,
so I won’t pretend like I intimately know the essence of the franchise and what
makes it tick from a gameplay perspective.
With that said? Playing Code
Vein makes me appreciate the Souls games that much more. The stress and tension levels are higher than
average here compared to most, meaning that I’m engaged with what’s happening
onscreen. Knowing full well that there’s
no respite until I reach the next bonfire mistle, and failure to reach
that proverbial checkpoint means losing all the souls Haze I’ve gathered
leads to me having a sense of urgency.
The threat of death actually feels real. (Well, usually.)
But it’s a threat
that almost guarantees catharsis. Yes,
it’s relieving to see your character make it to a new checkpoint and force the
game to acknowledge that you’ve made progress; it means you’ve earned a break
while also proving your wisdom and might.
More importantly, the challenge of the game -- spoken and unspoken --
means that you’re striving to excel against unfair, nearly-impossible
odds.
Speaking
personally? Some of the fun I’ve had has
come from me striking out in search of that “perfect run”: using area/game
knowledge combined with precise execution to lay waste to any enemies that come
my way. It feels so good to clear
an enemy encounter without taking a single hit, or even feeling a hint of
panic. Solving the game, or at
least a snippet of it, is its own reward.
I have to credit Code
Vein for giving me so many options for a shot at perfect play, even at this
early stage in the game. According to
the “canon”, Lariat is the melee tank of whatever team she’s on, armed with whatever
polearm won’t snap in her grip. She’s
represented pretty well here; your “Blood Code” lets you determine and change
your class as you go, with all of the relevant stat boosts and skills that
apply. More importantly, it’s how you
use your toolkit that decides whether you’ll finish the run or have to do it
all over again. In my case? Her Lost Bardiche is lacking in attack speed,
but makes up for it with sheer range and decent power -- enough to take on
multiple zambos at once. Using the
Berserker code gives her a vast array of buffs -- one for defense, one for a
boosted stagger rate, and one to amp up the damage on her next hit.
Having dealt with
these enemies before, she and I both know exactly the number of hits needed to
take them out -- and on top of that, how many hits are needed to stagger the
beefier ones. As our combined knowledge
grows, the fear of the wasteland crumbles to dust; minibosses that once took
everything we had (up to and including our resources) are beatable as long as
we keep our wits about us and stay on our toes.
Labyrinths become linear.
Ambushes become assaults. We
learn, evolve, and get stronger. Ready
to push toward another successful, high-ranking run.
I’m not saying that
that experience is native solely to Code Vein, but it does speak to the
enduring presence of the Souls games and their clones. There’s a reason why they’re popular, and why
I can praise a fresh new entry.
I just wish I could
stop at praising it.
The game needed
more time in the oven. It’s not a broken
or unfinished mess, at least as far as I can tell (who knows whether or not the
endgame holds up?). But there are a lot
of niggling issues that suggest, on a technical level, there’s an extra pass
for polish that got skipped. Some of the
character movements are a little jittery on or near geography; voice clips tend
to stutter as they’re spoken; clipping is pretty noticeable when you’ve got
accessories like belts and capes; the amount of texture pop-in is not only
common, but insane; there have been points where characters went without
eyebrows for a few seconds until they finished loading up. That’s kind of a problem when you’ve got a
game trying to put on its serious pants.
(For the record, I’m playing this game on a standard PS4. No telling how it handles on PC.)
I’ve heard
complaints that some of the melee swings don’t reach nearly as far as their
animations would suggest, and I’m inclined to agree; even the forward movement
on a fully-charged polearm strike leaves plenty to be desired. I’m giving the devs the benefit of the doubt
and assuming that the preemptively-nerfed range is there for balance purposes,
making sure that players can’t cheese their way to victory with enemies that
can’t reach.
What I’m less than
willing to defend is the fact that sometimes, enemy attacks and reactions are frustratingly
inconsistent. I know it takes two hits
from me to get Zambambo B to stagger, but there have been times where he’s
armored through my two hits to stagger me instead -- sometimes with a
stunningly-fast swipe -- and other times where he’s just stood there. It’s enough to make me think that it’s always
a good idea for me to go in with my stagger chance buff popped; otherwise, I’ll
end up taking damage I didn’t need to take, and damage that shouldn’t be
my fault in the first place.
And remember, this
is a game where enemies -- even basic ones -- can do some BIG DAMAGE to you if
you give them a chance. But you’re not giving
them a chance; they’re just taking it because they can suddenly decide to
super armor through your offense. Yes,
that’s armor you can blow through by opening with a heavy attack, but sometimes
it feels like the desire for perfect play is trampled on by the need for
perfect play. Making progress is
sometimes, if not often, contingent on your ability to not get hit. In multiple cases, that’s been harder than it
should be -- especially when you’re encountering a new enemy for the first
time, or otherwise fighting a foe with a penchant for AoE attacks that blast
the life out of you.
To be fair, the
solution seems to be tapping into Code Vein’s ability to bring an AI
partner with you into the field (or playing the online multiplayer, which I
haven’t tried and have no interest in trying).
But that raises its own set of problems -- and part of the reason why,
despite having fun with the game, it isn’t grabbing me the way it should.
Obviously, I have
my own idealized vision of what a Souls game is (be it right or
wrong). Punishing combat, resource
management, adaptation to challenges, et cetera, et cetera. But what I’ve always had quiet respect for
across plenty of hits installments is the atmosphere. The airs it puts on. The feel, the soul, the je ne sais quoi. The games are routinely melancholic and
oppressive, with a narrative that’s not always spelled out directly; as far as
I know -- and I could be wrong on this, obviously -- you have to piece the
story together from item descriptions, incidental character interactions, and
environmental cues, with the odd cutscene thrown in along the way. That’s its aesthetic.
Right now, Code
Vein’s aesthetic is anime and not much else. This is a world where what remains of
humanity in this section of the world -- walled off by a barrier of
madness-inducing miasma -- has been transformed into a slew of vampires wracked
by bloodlust and always a bad day away from turning into mindless
hellspawn. Civilization is effectively
wiped out, cities are in ruin and perforated by corrupted spires, and the blood
everyone needs to survive is in such dangerously short supply that governments
clash with would-be rebels over ownership of a few precious drops -- to say
nothing of the wasteland wanderers who force people like your OC into
indentured service to find more blood.
And yet, despite all of that, I can’t offer much more than a
dispassionate shrug.
It's not bad. It’s…fiiiiiiiiiiiiiiiiiine, I
guess. Whatever.
I think I know what
the issue is, and I can explain it without comparing it to Dark Souls. See, Xenoblade Chronicles X also has
an anime-inspired aesthetic, but it goes beyond that with its central premise
and atmosphere, alongside its management of tropes. In that game, you’re a rando tasked with exploring
a planet your space ark crashed on, cultivating and progressively developing
it, but more importantly finding the “Lifehold” where the core of humanity
resides -- lest you face extinction -- even if it means clashing with indigenous
alien species and begrudging alien assailants.
The game mostly carried itself with dignity and grace (barring some
off-the-cuff jokes about eating an alien buddy and a wealth of butt
shots) thanks to the professionalism of the party, the gravity of the
situation, and the heady ideas it at least attempted to explore. It bumped elbows with transhumanism and the Ship of Theseus,
and was stronger for it.
Even if Code
Vein is primed to explore more exciting territory later on, it’s not going
to change the fact that its grim setting feels insincere. Like lip service. From a gameplay perspective, you’re not going
to get the pressure of a Souls game. Bringing along partner characters
like Louis or Yakumo throws that out the window because of their
atmosphere-shattering attempts at rapport; more to the point, they’re able to
grant vital assistance to you in fights, to the point where they can even
finish off bosses for you. It’s an
anti-frustration feature you can opt out of, certainly, and it does help
you make progress instead of banging your head against your PS4. But this is a game where the struggle is, and
should be, part of the experience. The
fact that Code Vein would suggest otherwise is actually kind of
depressing.
And before anyone (who
I’m not just imagining) says otherwise: yes, I know the Souls games also
let you team up with AI partners. But A)
I’m assuming that that was offered sparingly, and B) I’d bet that they can’t do
darkness-infused aerial raves pulled straight out of Marvel vs. Capcom.
Dark Souls feels special. Xenoblade
Chronicles X feels special. Code
Vein feels like an anime. And as a
reminder, this is coming from someone who likes anime (I’m not entirely sure who
Nezuko is supposed to be, but I feel like I need to find out). Blind adherence, if not reverence, to all of
these modern anime tropes and conventions isn’t going to help anyone in the
long run, least of all video games. See:
Xenoblade Chronicles 2 as a blatant,
painful
example.
And if it’s not anime the devs are
aping, it’s the bottomless well of JRPG clichés.
You have
amnesia. You’re embraced by a mysterious
waif. You’re the chosen one with a
mysterious, never-before-seen power. You’re
embraced by a second, bustier mysterious waif.
The second waif has amnesia, too.
And so on. I’m not going to
complain about the size of some of the ladies’ chests, because then I’d be a
hypocrite…and I’m more concerned with their clothes, or lack thereof, in a
vampiric hellhole, but whatever.
What immediately, irrevocably shattered the verisimilitude of the game was
when I turned the camera just enough while inside the home base to spot
the onsen built in -- meaning that, just like one of your Japanese animes, you
can enact a steamy hot springs scene whenever you want. Or if that doesn’t do it for you, you can sit
on a couch or chair or lay on your bed and ogle your waifu. I’m serious.
Unless you can get other characters beside you, all you can do is turn
the camera around and zoom in for a closer look at the goods.
*sigh*
I’d say Bandai
Namco is better than this, but they let Jump Force out of the gate in
the state it was in, soooooooooooooooooooooooooo never mind.
The real stunner
here --
Man, I’m starting
to get nervous about the next Tales game now.
The real stunner
here is that, despite everything I’ve said up to this point, I’m still not
ready to drop Code Vein just yet.
It’s got a weaker aesthetic, it’s got technical issues, it’s got a story
barely above lukewarm, and it’s got that ever-so-popular creep factor that a
lot of anime can’t do without. Even so, the fun and intrigue I had with it aren’t
suddenly invalidated because of one little post. I want to recapture that feeling, no matter
what.
To me, Code Vein
is flawed. It has problems -- some
of which are sins of its own creation, while others are part and parcel of the Souls
experience. But even if it’s only
because it let me play as my OC again, the game and its devs did just enough to
make sure it’ll occupy a space in my mind and heart for a little while
yet. So who knows? Maybe I’ll find more to be happy about in the
weeks to come. Maybe I’ll find a fresh
new thrill waiting for me behind a rubble-encrusted corner. And who knows? Maybe this really is just a stepping stone --
the first step that’ll pave the way toward Code Vein 2, and a truly
golden experience regardless of its ancestral DNA.
Maybe. Maybe.
…Maybe.
Man, fuck Kingdom
Hearts III.
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