The First Berserker: Khazan Evaluate


Love or hate them, it’s simple that FromSoftware pioneered a whole subgenre within the motion RPG area by means of their Souls video games. Dozens of builders have utilized that basis as their tenet in designing their very own tasks; some handle to interrupt by means of and discover a devoted viewers, whereas many battle to captivate those that give them an opportunity. It’s no secret that the market has been repeatedly flooded with Soulslike video games – huge and small – that “Souls fatigue” is turning into extra of a typical time period amongst motion RPG followers.

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Attaining success within the Soulslike ecosystem lately undoubtedly requires a little bit of luck, however most significantly, one thing that units it other than the remaining. Latest examples which have managed to seek out success embrace Lies of P and the Lords of the Fallen reboot, whereas others have managed to determine their very own franchise identification altogether, such because the Nioh sequence.

Developer Neople isn’t any stranger to the motion RPG style; they constructed, and proceed to thrive off, one of the distinctive MMO video games ever – Dungeon & Fighter (titled Dungeon Fighter On-line within the west and sometimes abbreviated as DNF). Though DNF has dwindled within the west over time, it’s nonetheless an unlimited IP amongst Asian markets. DNF provided a mechanically in-depth fight system in its side-scrolling beat’em up battles, extremely flashy over-the-top visuals, and compelling character development with a wide range of totally different lessons. Above all else, it was one of many extra high-profile free-to-play video games when it first emerged out there, throughout a time when there weren’t a lot of these fairly but.


Neople and DNF writer Nexon have began to embark on an analogous path as Cygames. Very similar to how Cygames started to department out its Granblue Fantasy IP with the Granblue Fantasy Versus and Granblue Fantasy Relink console video games, Neople and Nexon are additionally seeking to break into the identical market with DNF. They lately partnered with Arc System Works and Eighting for the 2022 combating sport, DNF Duel. Now, they’ve steered the DNF IP into their very own try at a Soulslike sport with The First Berserker: Khazan.

Though it ties into the DNF universe, newcomers don’t have to know something in regards to the DNF sequence to know the story in The First Berserker: Khazan. In truth, understanding the DNF lore beforehand will spoil the already predictable twists the sport has in retailer, as a result of it takes place roughly 800 years earlier than the principle DNF sport. It chronicles the origin story of the Berserker class which has its roots tied to Normal Khazan, the titular protagonist.

The First Berserker: Khazan tells a somewhat easy, simple story of how the Pell Los Empire betrayed Khazan and exiled him. Earlier than demise may declare him, a mysterious entity generally known as the Blade Phantom possessed Khazan. He breaks free from his captors and begins his journey to uncover who was answerable for his present circumstances. Khazan wrestles with the Blade Phantom making an attempt to struggle for management of his physique early on, however the state of affairs ultimately requires an uneasy alliance and a mutual settlement to struggle collectively. Gamers will meet a number of allies alongside the way in which to hitch Khazan’s trigger, so the journey isn’t as lonesome because it initially appears.


It is easy to see that The First Berserker: Khazan turned to the Nioh sequence as its main inspiration, and sadly, I believe it took the flawed classes nearly each step of the way in which. Video games don’t exist in a vacuum and evaluating The First Berserker: Khazan will naturally convey up comparisons to Nioh, as a result of this sport replicated so a lot of its techniques.

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First off, The First Berserker: Khazan is split into linear phases which have a number of facet paths for goodies. Predominant story phases lean on the lengthier facet relative to Nioh, and I felt that almost all of them typically overstayed their welcome. These are typically roughly twice so long as the common Nioh stage, and their structural format largely follows the identical philosophy. Checkpoint “bonfires” in The First Berserker: Khazan contain de-crystalizing a sword that appears just like the fleshy Soul Edge from the Soulcalibur sequence. There are unlockable shortcuts that lead again to those checkpoints, both by means of kicking down ladders, opening locked doorways from the opposite facet, making close by elevators operable once more, and such. It’s all very typical.

Khazan himself can’t manually bounce, so anticipate plenty of awkward, wonky platforming by means of dropping onto skinny planks and landings. That is nothing new to the style, although it does manifest into one of many worst last phases I’ve ever seen in an motion RPG in latest reminiscence, and I’m left somewhat baffled that the builders determined to maintain that stage the way in which it’s.


Anyway, one of many features that actually irks me about The First Berserker: Khazan is that I discover its artwork path beautiful, but it’s immensely held again by its shade palette. I really like the cel-shading technique that Neople employed for the fashions on this sport; they discovered the proper stability of retaining DNF’s stylishness with out leaning right into a “blobby” aesthetic. Muscle definition stands out, and facial expressions are conveyed clearly with out having to magnify them for impression. It’s a pretty look… however there’s one humongous caveat to it.

The colour path does it no favors. I perceive that the state of the world in The First Berserker: Khazan is completely fucked; dozens of savage beasts, undead horrors, and corrupted entities roam the land with no hope of enchancment in sight. To emphasise the awful, decaying world, the general shade palette of the sport is desaturated. I acknowledge the intent behind this deliberate path, but I wholeheartedly disagree with the way in which it was executed. It leads to muted, low-contrast visuals at each step of the way in which; surroundings pictures, stage exploration, battle confrontations, and character interactions appear like a lot of the shade has been sucked proper out of them.

I believe this creates a elementary drawback with the sport in a number of methods. DNF followers going into The First Berserker: Khazan might be greeted with visuals that betray the colourful, vigorous colours that breathe life into Dungeon & Fighter. Though it had its personal set of points, DNF Duel was in a position to convey the spirit of DNF brilliantly in its visuals. Now I’m not saying {that a} brilliant, energetic shade palette would’ve been apt for Khazan’s drab world, however I believe there are different methods to showcase an analogous environment with out drastically firming down its general shade use to the purpose that nothing feels visually stimulating. Quite a few different video games with grim settings have discovered strategies to make their visuals pop, whereas retaining their darkish environment.


This creates an unrewarding suggestions loop when progressing by means of its phases, as a result of the lifeless nature of its visuals signifies that there’s not a lot that left a long-lasting impression. A lot of the colour palette all through all the sport is just boring to have a look at, and the most typical issues that my eyes had been drawn to had been both the torches lighting the way in which, or the following checkpoint location forward. Sarcastically sufficient, the colour palette will get additional desaturated and drained when an elite enemy is close by; it does function a good warning marker when one is round, although, particularly as a result of it gives a considerably frosty display screen overlay to shake up the visuals occasionally.

Units of phases are unfold throughout a couple of totally different areas, although nothing in regards to the locations themselves are excellent or memorable. Most areas have Khazan traverse by means of villages, dungeons, mines, ruins, the wilderness, and such. A variety of them look an identical to at least one one other, and the shorter facet quest phases reuse sections of predominant phases often.

They aren’t all that thrilling to undergo, although it does throw within the occasional puzzle or stage gimmick to shake issues up. A few of them are clearly winks to the primary Darkish Souls, which had me mentally rolling my eyes. There was a stage that had the participant enter a portray, and one other one referred to as “Sentinel’s Fortress” that was very a lot The First Berserker: Khazan’s model of Sen’s Fortress, and some phases that basically embraced the annoying Anor Londo sequence of touring on skinny walkways on Gothic structure as mobs assaulted gamers. Sure, there’s a poison swamp as effectively.

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One other design resolution that didn’t really feel nice in follow is The First Berserker: Khazan’s deliberate emphasis on its restrictive stamina bar. Each offensive and defensive maneuvers eat stamina, so persons are always juggling the risk-versus-reward of extending an assault chain or slicing it off early to preserve sufficient stamina for defensive measures. Now that is very typical of many different video games within the Soulslike subgenre, although The First Berserker: Khazan’s stamina feels too limiting for an enormous chunk of it.

Gamers could make small incremental additions to how a lot stamina they’ve, how briskly stamina recovers, and the way a lot an ideal guard/dodge impacts stamina drain but sadly, it does little to mitigate the general clunkiness of the fight move. A number of expertise eat spirit, separate from stamina, from the spirit gauge – so I assumed the sport can be aiming to attain a satisfying feeling of momentum from correctly see-sawing between stamina and spirit consumption. I used to be let down once I started to appreciate that this wasn’t the case, since some enemies both wouldn’t flinch for that lengthy or they’d armor by means of steady hits after a sure level.

After exploring a wide range of skills with the three totally different weapon varieties, I finally realized that the sport boiled all the way down to discovering one of the best “damage-to-stamina” choice and doing it over, and over, and over, and over once more. I discovered an especially efficient transfer that didn’t value spirit and consumed comparatively little stamina, subsequently I spammed it endlessly on each single enemy in The First Berserker: Khazan from there on till I beat it.


I believe it’s irritating that The First Berserker: Khazan is on the cusp of being a very good sport, but it misses the mark in so many odd methods. It borrows lots of Nioh’s notes, copies them in ways in which Nioh already solved, and affords little or no new to separate itself from the plethora of Soulslike titles. Positive, it in all probability shouldn’t copy Nioh’s ki pulse system 1:1, however presenting an equal mechanic to refund a portion of stamina to make prolonged offensive assaults really feel extra viable would assist with out essentially compromising on the difficult, punishing nature this sport is striving to attain.

One other instance of how the sport copies Nioh’s notes in a half-assed method is thru the way it handles pink phantoms. Gamers can select to summon them at designated spots, and very like Nioh, they’ll drop a chunk of drugs and a consumable merchandise that may summon an NPC helper for bosses. Sadly, when Khazan runs on over to those spots, the pop-up textual content doesn’t record what tools the pink phantom yields, so it makes this particular system far more unintuitive than the inspiration it’s derived from. There are different methods to acquire gear in fact, however the implementation of this specific system feels extra of an afterthought, somewhat than one thing that naturally dietary supplements the consumer expertise – which Nioh already discovered.


Imagine me, I do know that is getting a bit repetitive however one other ingredient of the sport that, by all means, ought to have been a constructive with no caveats is its free talent level respec anytime wherever. It’s nice that The First Berserker: Khazan makes it simple to discover totally different builds, although the way in which it handles it’s a bit clumsy with regards to switching between the three totally different weapon varieties – dual-wield, greatsword, and spear. Every of them has their very own separate talent tree, plus a fourth one which has “widespread” common skills, equivalent to gaining extra spirit upon an ideal guard or excellent dodge, or growing the injury on the javelin that Khazan can toss to faraway enemies.

Let’s say an individual needs to check out the spear after placing 30 talent factors into the greatsword and customary skills’ talent tree. They’ll refund these 30 talent factors instantly, and should re-distribute them now into the spear and customary tabs; in the event that they need to change again to greatsword after spending a number of minutes with the spear and coming to the conclusion it isn’t for them, they should respec and re-learn all these talent nodes once more.

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If somebody is the sort to always change weapons to see what they’ll do, they’ll should be ready to spend a number of minutes re-learning talent nodes many times. There in all probability is a greater strategy to deal with this, and I’m left questioning once more why the builders thought this was acceptable to ship. Having some kind of customizable preset that individuals can register can be one in all a number of viable options to repair this.


One of many few shining factors in The First Berserker: Khazan is that its gear system ultimately turns into fascinating. After all of the gear crafting and augmenting techniques are unlocked by means of finishing particular facet quests, there’s lots of flexibility in working in the direction of a construct. There are gear set bonuses that considerably improve particular skills, and the blacksmith regularly learns to craft new gear units when folks discover the recipes for them all through phases.

Then, gear may be leveled up by consuming unneeded increased item-level tools, and every particular person attribute may be re-rolled. There’s even a pop-up menu that reveals all of the potential attributes that sub-stat may be re-rolled to, and what the decrease and higher caps are for that attribute; thus, there’s no guesswork on whether or not the attribute that it was rerolled to was a low or excessive roll. It’s by means of these incremental upgrades all through gear the place The First Berserker: Khazan’s fight system begins to really feel okay, after going by means of the method of optimizing all outfitted gear to boost sure playstyles and tendencies.


Enemy selection can also be one in all The First Berserker: Khazan’s stronger factors. There was lots of care put into making lots of various kinds of foes for Khazan to slaughter; I’m positive a very good chunk of them got here from DNF, however it’s been many, a few years since I final performed that sport. I loved a later stage’s gimmick of getting to discover three totally different paths to activate the portal to the stage’s boss, and every of the three paths had totally different enemy theming with a path devoted to undead foes, spiders, and wild animals. There’s an choice for arachnophobia mode for individuals who want it, fortunately. A number of the extra fascinating enemies to me are within the final stretch of Khazan’s journey. I used to be pleasantly shocked.

In fact, the bosses are the celebrities of the present on this subgenre of motion RPGs. The First Berserker: Khazan doesn’t disappoint on this regard, with lots of totally different boss battles that have a tendency to alter their behavioral sample at sure HP thresholds. Some have a number of phases with fully new movesets, and smaller facet quest phases typically include “remixed” variations of earlier bosses that exhibit new assault chains altogether. They’re all decently difficult, and sometimes require some stage of trial and error to be taught when and the place their openings are, and which assaults may be shortly punished. Most of them are thrilling with out overstaying their presence, although I believe a couple of of the later ones have a tad an excessive amount of well being and are a little bit of a slog. Nonetheless, the bosses had been all-around alright.


I performed by means of the PC model of The First Berserker: Khazan and it ran tremendous on my system with a 3080 GPU and 5900X CPU at Excessive settings often working over 90fps on common. All through my 33-hour playthrough, I had the sport crash on me 3 times. The primary two crashes had been sudden, and turning off DLSS appeared to assist; the final one had an error message pop-up, however it gave the impression to be a one-off remoted incident in that regard. There was some stuttering right here and there, however it not often occurred in the course of fight. General, I had little efficiency points on my finish.

The First Berserker: Khazan is a typical Soulslike-inspired motion RPG that takes lots of inspiration from Nioh, and affords nothing new that separates itself from the handfuls of others on the market. Even within the many features it takes from Nioh, it typically does them worse. Its stunning artwork path is basically held again by a intentionally boring shade palette. Moreover, its fight has some nice animations, but general feels sluggish due to how restrictive its stamina system is. I used to be ready to have a good time with The First Berserker: Khazan, however there’s so little that I loved as a result of it at all times took two steps again in each step it took ahead.

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