Reviews
[Review] ‘Code Vein’ is a Stylish Vampire Action RPG, But Lacks a Soul
Horror seems to fit the Action RPG genre quite well. Demon’s Souls, and Dark Souls brought grim medieval fantasy worlds to stunning life, Nioh and Sekiro have a focus on Japanese demons and spirits, and Bloodborne gazes deeply into the inky abyss of cosmic horror. So Code Vein, an anime-inspired action RPG with an interesting take on vampirism, slots into this genre quite comfortably. Unfortunately, it doesn’t quite live up to its promising premise.
Set in the near future, Code Vein exists in a world devastated by a mysterious disease that wiped out huge swathes of humanity. Hidden among the ruins is a society of immortal Revenants known as ‘Vein’. The survivors of the apocalypse eke out a life for themselves, but the disease that scrubbed the planet near-clean of normality left some nasty after-effects in the form of monstrous mutations of some unlucky souls, and now the only way to stay alive is to embrace dark gifts that imbue Vein with otherworldly powers and an unnatural thirst for blood.
The player is, of course, a mute with an unknown past who is freshly-introduced to this strange world of vampirism, and the story unravels that mystery as well as documenting the Vein’s existence and purpose in the world. This is a surprisingly story-heavy game, with a whole lot of exposition about the world, the Vein, and the player’s past. On the surface, this is encouraging, as you can see the developer is fully committed to telling its own story in its own world. A shame then, that it goes overboard and produces a largely uninteresting slice of anime melodrama in the process.

There’s simply too much dull talking from people who clearly don’t sound like they’re in the same room, and are disinterested in what they’re saying. Even when voices are raised it’s often done with all the enthusiasm of a tired parent weakly telling their child to not smear bean juice on the wall for the thirtieth time. The end of the world and being afflicted with a vampiric gift would naturally make anyone a bit dour, but being so unenthused and detached from emotion means there’s little to invest in from a narrative perspective. It wouldn’t even be much of an issue if it was in the background somewhat, but no, Code Vein wants you to hear it talk, and it’ll damn well trap you in a corner and make you listen.
Still, there’s the rest of the game to be had, and Code Vein‘s ruined world beckons you with its intriguing interpretation of a post-apocalyptic Earth. It’s reminiscent of Darksiders, full of crumbling remnants of humanity, nature reclaiming the Earth and all fused with something quite alien. It’s not an original look (the aforementioned Darksiders, Nier Automata, and The Last of Us have all done this very well), but scrambling through a world that is still in the process of being repurposed tells a more fascinating story than any amount of exposition could ever manage. Exploration is probably the highlight of any action RPG, and for Code Vein, it’s clearly the strongest part because the combat is definitely not.
That’s not to say it’s terrible, but there are several contributing factors to Code Vein‘s gameplay problem. Add those up and they drain the fun out of a lot of the game.

Regular and heavy attacks are mapped to square and triangle rather than the shoulder buttons, but those hold blocking, parrying, specials, and dashing (R1 acts as an attack modifier). In traditional fashion, you have to think before wading into a fight. Time a parry right and you can dispatch some enemies in a single strike, but dodging before hitting a couple of well-timed strikes and/or a special is usually the safer option. You can use your ‘Gifts’, powers that depend on which sort of class (called Blood Codes here) you are (in a particularly good move, you can change between these Blood Codes and Gifts at will). These can be a variety of things, from special attacking moves to buffs. These require ichor to activate, which you can gain from finding vials in the world or by draining enemies.
This is all fine and good, what isn’t is how it is executed. For a start, the targeting system is a constant frustration whenever more than two enemies appear at once. It rarely seems to select the right target, which has a negative impact on several close-range strategies and playstyles. It usually ends up providing a bigger challenge than the enemies themselves. Code Vein‘s camera also can’t handle enclosed spaces very well, sometimes bugging out and obscuring your view.
Throw that in alongside the targeting and you have a recipe for hair-pulling frustration. You also get an AI companion most of the time, and they end up doing a lot of mopping up for you whether you like it or not (though they can be downed, so don’t rely on them too much). It’d be nice too if enemies would feign some interest when you hit them. Very few do anything more than stand and accept your attack as they wind up for theirs. If you’re not into it, why should I be?

the other biggie is the difficulty. Now before I’m inundated with war cries of ‘git gud’, it’s not about the game being too tough, the problem is that the balance is all out of whack. most regular fights do require caution, but honestly, unless you’re being needlessly brash or being hampered by the targeting/camera, they pose very little threat and aren’t even enjoyable to face off against. To offset this, there’s a high number of ‘surprise attacks’ where enemies will pop out from behind things or drop down in front of you. It’s a cheap way to do it, and after the fifth time it happens, it becomes less of a surprise and more of a repetitive annoyance. It just happens far too often.
This all contributes to a feeling of numbness towards threats that throws you off completely when a boss comes along and hands you your backside in ruthless fashion. Suddenly Code Vein doesn’t feel responsive enough and the hitbox of your character becomes consistently inconsistent. In the same fight, a move from the boss inexplicably hit me despite clear distance between us, and yet moments later, I somehow avoided the same attack despite being closer.
To top it off, the ability to have co-op partners online while fun (co-op can make most games fun to be fair), only adds to the issue. Whether the game was designed for co-op or not, it’s clear that’s had an effect on the structure and balance of Code Vein.

The problems are many, yet Code Vein is just about tolerable enough to see through. The visual style, though eye-rollingly predictable in certain aspects of its character design, is captivating, and the customization options for your own character are highly varied, so you can at least look good/ridiculous while stomping through the ash and blood of the post-apocalypse. It’s not exactly the worst Action RPG to play either, despite its myriad issues, having a friend along for the ride also makes it easier to swallow.
Mostly, Code Vein is underwhelming. It’s highly stylish, and has some really good enemy design and gameplay options, but more could have been done with the pitch of ‘Anime Vampire Action RPG’. This effort sadly falls short of its potential and somehow makes a gore-soaked game about vampires a bit boring.

Code Vein review code for PS4 provided by the publisher.
Code Vein is out September 27 on PS4, Xbox One, and PC.
Reviews
‘Penny Lane is Dead’ Review: A Bloody Ozploitation Throwback Fueled by Punk Rock Energy [Fantasia 2026]
A cruel birthday prank leads to Ozploitation levels of violence and bloodshed in Penny Lane is Dead, the raucous horror-comedy feature debut by writer-director Mia’Kate Russell. A vicious ’80s throwback with a modern sapphic lens becomes the energetic canvas for Russell to make the leap from makeup artist to director, which means an infectiously unhinged dedication to practical effects. It’s that stellar effects work, along with a winsome punk rock heroine, that carries this bloody horror-comedy far even when its villains descend into grating cartoon territory.
Everything is rosy for popular girl Penny Lane (Bailey Spalding) in the summer of 1986. She’s celebrating her final days of high school with friends Toni (Tahlee Faraday) and Amy (Alexandra Jensen) at a remote family cabin before setting off to the college of her dreams. Penny is also riding the highs of her new secret romantic relationship with Toni; not even the naive and tender-hearted Amy is aware. Her good mood prompts her to also invite her family’s black sheep: cousin Kat (Sophia Wright-Mendelsohn, daughter of actor Ben Mendelsohn).
Though the trio braces themselves for Kat’s bad mood, she instead comes with cupcakes and a smile. It’s all a ruse; Kat gleefully sets about making Toni and Amy uncomfortable as Penny falls unconscious to her spiked treat. When Toni ejects her for the party foul, Kat then turns to criminal boyfriend Angus (Ben O’Toole) to crash the party. It transforms a night of intended revelry into a harrowing fight to survive.

Russell fully embraces B-movie, Ozploitation chaos, putting her characters through the absolute wringer. Punk rock energy and free-flowing drugs for party girl Kat set off simmering tension that roars to a boil with an inciting sexual assault. From there, Russell unleashes a no-holds-barred torrent of violence that delivers no shortage of arterial spray and wince-inducing prosthetic work. It’s not just the practical effects that are cheerworthy here, but Faraday’s resolute performance as Penny’s protector that forces her into fight mode. Penny Lane is Dead is prone to forcing its characters into making dumb decisions for the sake of plot momentum, but it at least imbues Toni with the adaptable street smarts that make her a rootworthy protagonist.
Penny Lane is Dead also excels at making you loathe its detestable villains. Wright-Mendelsohn gives excellent crazy eye; there’s a sadistic, manic edge to Kat that makes her instantly unsettling and unpredictable. She doesn’t bat a (crazy) eye as her much older lover, Angus, and his unsavory henchmen Rodowsky (Fletcher Humphrys) and Merrick (Steve Le Marquand), set about hunting Toni and Amy. But by the final act, Wright-Mendelsohn’s unhinged portrayal of the young psycho stretches thin with nowhere left to go. The one-note villainess descends into cartoon mustache-twirling that an unsatisfying conclusion fails to overcome.
Not helping is the clashing tone; Penny Lane is Dead wants to be a fun romp despite broaching bleak territory. The film’s baddies do their best to channel the ’80s with larger-than-life character choices; O’Toole and Wright-Mendelsohn in particular really latched onto the enjoyment their characters derive from inflicting skin-crawling sexual violence. It’s here where Russell’s examination of genre norms grows confusing, especially as it assigns all responsibility to Kat only for the horrors inflicted upon female bodies. And it really doles out brutal punishment upon Penny, Toni, and Amy.
As a lean, mean horror siege, Penny Lane is Dead holds your attention and effectively pulls you into Toni’s bid to meet dawn with her lives and friendships intact. It’s visceral, propulsive, and a strong debut in terms of style and energy. But Russell’s explorations never venture very deep, and that punk rock energy fizzles out by the film’s end, leaving you split on whether this rape-revenge tale offers enough catharsis at the end of its zany, brutal ride.
Penny Lane is Dead made its world premiere at the 2026 Fantasia International Film Festival and releases on Shudder on August 28.

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