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[Hands-On Preview] ‘Code Vein’ Builds on the Soulsborne Template With Blood-Spattered Anime Style

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code vein preview

Despite being relatively young in the grand scheme of things, the Soulsborne genre is one of the most clearly defined in gaming. Whereas the industry might lump other titles together based on quite vague characteristics (An FPS needs to have guns for example), the releases in this category are far more in step with one another, to a weirdly specific degree.

For a start, they all share an approximation of the same combat, with an emphasis on being cautious, dodging attacks and waiting for the right moment to strike. They also tend to feature a riff on Metroidvania level-design and have a distinct punishment for death, wherein you lose your XP upon defeat and have just one shot to reclaim it.

Those are only the broader traits as well, and there are even more precise elements that keep cropping up – like talismans that return you to your latest checkpoint and the option to ‘’summon’’ a one-off co-op partner.

Given that Soulsborne games are so beholden to these tropes, they are at risk of getting increasingly samey and unless they find a way to meaningfully innovate upon the rigid formula, they will soon become stale. You can already see the beginnings of this with shrug-worthy titles like The Surge or Lords of the Fallen, both of which failed to make any cultural impact because they were too preoccupied with ticking the conventional boxes.

At a glance, a similar accusation could be leveled at Code Vein. After all, Bandai Namco’s post-apocalyptic-anime-vampire hybrid… thing… bears all the hallmarks of a boilerplate Dark Souls clone. Right down to the typical checkpointing system and punishing boss battles.

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Indeed, the expected items and mechanics are all present and accounted for, even if they have gone through an obligatory name change. All you need to do is translate them back to their FromSoftware equivalent, and you see just how derivative the game is on the surface. For instance, Souls are now called ‘’Haze’’, Homeward Bones have been rebranded as ‘’Stakes’’,’’Mistle’’ is basically a stand-in for Bonfires, and there’s even a vampiric twist on the Alluring Skulls.

However, whilst your first impression of Code Vein might be that it’s just another desperate copycat, it actually has a few (much-needed) tricks up its sleeve, helping it stand out from the crowd. The most effective of these being the titular ‘’Code’’ system, which we managed to test out quite a bit during a recent preview event.

In a nutshell, the game is set in a dystopian future populated by ‘’Revenants’’, amnesiac vampire-warriors who have their own ‘’’blood codes’’. For the sake of brevity, these are essentially their character-specifications: determining if they rogues; mages; berserkers etc.

Now that might sound unremarkable at first (pretty much every RPG has classes) but what gives this game its edge is that the player can actually switch codes on the fly, via a quick menu selection. You are therefore free to experiment with different abilities, different stats and different weapon loadouts. You can also gamble with your haze, spending it on whatever skills you want, without fear of regretting it later. Because if something you buy doesn’t gel with your current build, then you can just change to another one.

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This is a nice contrast from other RPGs, where you might feel dissuaded from investing XP in anything other than your core stats. For instance, if I’m not explicitly playing as a sorcerer in Dark Souls, then I know not to waste my time on attunement or intelligence. But in just a few hours with Code Vein, I had already managed to get to grips with about 8 different classes and I found something to love about each of them.

There’s another great little nuance to the system where you get to ‘’inherent’’ skills after you first acquire them. This might sound a little convoluted, but it essentially means that you can transfer class-specific abilities over to different codes. All you have to do is keep practicing with them until they have been mastered, at which point you’ll be able to use them no matter what class you are. So, for example, you’ll able to cast a mage’s spell whilst still getting the benefits of a fighter’s strength. Again, it’s an intelligent way of encouraging you to make use of all the tools in your arsenal.

Speaking of which, Code Vein separates itself further from the competition by putting a heavy emphasis on special abilities, known as ‘’Gifts’’.  You can have up to 8 of these equipped for any given code, and they can easily turn the tide of battle.

From devastating ice blasts, to huge stat buffs and life-saving heals, you could almost say they’re overpowered. In fact, I became so reliant on a certain projectile spell that I started to neglect my melee weapon altogether. Maybe they need to nerf these gifts a little so that standard combat still has purpose. Regardless, they’re enjoyable to use and should make the game far more accessible to players who are often overwhelmed by Dark Souls’ difficulty.

On that note, Code Vein seems to be far more accommodating of a casual audience. Not only does the code system alleviate some of the pressure that comes with spending XP, but if you choose to exploit the gift mechanic to its full potential, then you can basically create your own easy mode.

Meanwhile, unlike in Bloodborne, you don’t need to summon for assistance here, as you’ll have a permanent A.I buddy to escort you throughout. There are several to choose from (four of whom were available in the preview) and each of them is designed to complement a different strategy.

Calling attention to potential hazards, taking out smaller threats and even reviving you, these companions fundamentally transform the whole experience, making it much more forgiving. Of course, if you still want that extra challenge, or bragging rights, then you can always choose to go it alone without a partner.

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So those are the basic mechanics, but what did we actually get to see in this preview?

Well, it opened with a robust character-customization screen, which had a pleasing amount of depth. There were options to tailor everything from your protagonist’s fashion sense to their hairstyle, their complexion, the timbre of their voice and even the special visor they use when traversing the world. Unfortunately, as anyone who’s ever seen my Fallout characters will attest, this isn’t my forte. So, after trying to cobble together something that loosely resembled a working face, I ended up settling for one of the presets instead.

I was then transported to a short-but-sweet tutorial that introduced all the basics controls. Nothing too elaborate: you’ve got quick attacks; a chargeable strong move; a parry; a dodge; a block and a critical it that gives you the action points required to perform gifts.

Once that was over, I then launched into the main story segment where there was copious lore to digest. Suffice it to say, it was hard to keep track of who was who and what they were all trying to achieve. Nevertheless, I think I got the rough gist.

As a wandering revenant, we had been captured by a mysterious despot who has ordered us to track down a levy of ‘’Blood Tears’’. From what I can gather, these are rare nutrients that grow on a special tree and are sought after by revenants, who need them in order to control their vampiric urges. If the warriors are not supplied with the vital sustenance, then they will go rabid and turn into one of ‘’the Lost’’, crazed beasties that dwell in the depths.

After interacting with a few NPCs in the opening prison area, I then headed off into the dungeon where most of the demo took place. Accompanied by a fellow revenant, named Oliver, our objective was to scour this labyrinthine environment for Blood Tears and take the offering back to the surface. This was easier said than done, however, as the place was crawling with monsters.

 

Thankfully the enemy variety was to a high standard – as we duked it out with basic grunts, giant ogres and those weird blob things that seem to make their way into every RPG nowadays. Likewise, the unique level-design kept things feeling fresh, even when I ended up circling around on myself. A cave that is encroaching upon a submerged car park, it was a visually arresting location with lots of memorable landmarks.

At the end of it all was an enormous boss encounter, which was everything a Soulsborne veteran could hope for. My opponent was quick, aggressive and had a sturdy move set that kept me on my toes. What’s more, when I finally managed to get him down to about a third of his health bar, he did what all good bosses do and entered a second phase, which was even more ferocious, with a huge damage buff and faster attack patterns.

Having conquered the dungeon, I was then taken to the final area of the demo: our home base. Kind of like the Hunter’s dream in Bloodborne, this is a hub area where you can chat with your buddies, purchase additional items, upgrade your armor, transform weapons and so on. You can also trade belongings with certain NPCs, which adds an interesting wrinkle to the in-game economy. I got the distinct impression that you’ll be able to spend hour-upon-hours here and still only scratch the surface of what it has to offer.

All in all, Code Vein is shaping up quite nicely. It might struggle to escape the inevitable Dark Souls comparisons, but it does enough to distinguish itself as its own thing. Let’s just hope that this encouraging preview is an accurate representation of what’s to come.

Opinionated, Verbose and Generally Pedantic. Loves Horror in all of its forms.

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Previews

‘Silver Pines’ Preview: David Lynch Surrealism Meets Survival Horror

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The gaming world owes so much to David Lynch. “Twin Peaks” alone has inspired the premise and setting of so many games, from Deadly Premonition to Alan Wake, and its dreamlike tone is one that’s perfect for an interactive medium.

Silver Pines, the upcoming title from Swedish-based indie developer Wych Elm, is the latest in the lineage of Lynchian games, this time presenting survival-horror-style gameplay from a 2D perspective. While I’m not traditionally as hot on 2D games, after spending time with the demo, available now on Steam, I can’t wait to see more of this intriguing new world.

It starts out simple. After a brief, narrated dream sequence, you wake up in an empty diner in the small American town of Silver Pines. There’s a quick tutorial sequence that teaches you the game’s mechanics as you escape from the diner, followed by a phone call that sets up the premise of the game. You play Red Walker, a private investigator on the hunt for a missing musician named Eddie Velvet. It’s an elegant bit of exposition that’s delivered with a slightly dreamlike vibe, setting the tone for what’s to come.

As you begin to explore the titular town, you find it eerily abandoned, thanks to an evacuation order that’s caused the majority of the residents to take the ferry out of here. Empty streets and vacant buildings bring to mind Silent Hill, which is a great start in my book. There’s something really unique and special about small town horror like this, and Silver Pines is able to capture it immediately without feeling too much like a tribute act.

Navigating the Unique 2D World of Silver Pines

One of the things that impressed me immediately was how easy I found it to navigate the 2D space. Much like the indie classic Lone Survivor, you have a map that represents the space, and you turn down streets and hallways by pressing up or down at certain openings in the background toturnon the map. It seems like it should be incredibly difficult to follow directional shifts like this, but it becomes immediately intuitive, especially with the addition of diegetic signage that guides you without feeling out of place and handholdy.

I usually associate 2D games with more dynamic jumping and movement mechanics, but Silver Pines keeps things grounded, managing to find ways of creating navigation challenges without resorting to platforming tests that would feel out of place in a narrative like this. The map is particularly excellent in this game, as you can use a camera to add photos to it to help remind you what’s there. I love it when main characters mark up maps with locations of puzzles or items, and putting that power in the player’s hands was an interesting mechanical wrinkle that felt helpful and unique.

The other thing that gripped me from the start was the art style, which uses a slight cel-shading technique for the character models that makes them look hand-drawn. They really pop when compared to the backgrounds, which have a slightly different, but complementary, style to them. Wych Elm also shows off a masterful understanding of lighting, creating a shadowy look that’s never too dark to understand what’s going on.

The way the various layers of background and foreground give a parallax effect as you walk adds so much depth to every moment, making the imagery feel more dynamic. This game is treading familiar ground, with abandoned hotels and empty small town streets, but the unique look sets it apart enough to justify it among its peers.

Puzzles Balance Logic and Surrealism

Aside from just navigating the spaces, you’ll need to solve a variety of puzzles in order to progress. Many of them are just finding keys to open doors or figuring out which item is helpful in which situation, like an adventure game, but there were a few in the hour-long demo that gave me a level of satisfaction in actually figuring something out. Like the best survival horror games, the puzzles are an equal bit grounded in reality and slightly surreal, adding to the tone of the game. One of them gave me a Silent Hill vibe with its logic, asking me to win a BB gun shooting range mini game to get a pool key (which also teaches you how to use weapons).

While the game isn’t crawling with enemies, there are more threats scattered throughout the levels than I expected. Early on, you get a blade to defend yourself, which also acts as a key to cut through doorways blocked by cloth, and it’s just the right balance of effective and clumsy. There’s a surprisingly useful dodge that lets you slip past enemies. With the right timing, it’s not too difficult to survive one-on-one encounters, but it’s also not so easy that you can go on autopilot. Once multiple enemies get into the mix, it starts feeling more desperate, forcing you to make smart use of your stamina and weapon durability to survive.

A pistol gets introduced late in the demo, and that also felt surprisingly punchy, but its power was balanced smartly by limited ammo. One of my favorite gameplay elements of survival horror is ammo management, and it seems like Silver Pines is going to make that a core part of its combat experience, asking you to think carefully about which enemies are worth your precious bullets. This is further complicated by the fact that your gun can also be used to shoot padlocks to access previously locked areas, making it an even more valuable resource.

Enemy Design is the Demo’s Biggest Question Mark

Ammo and tape will be crucial to the continued use of your gun and knife, respectively, and there’s a quick little minigame for reloading and repairing that adds some tension to encounters. In addition to scavenging for resources, there was a vending machine I ran across where I could spend money to buy ammo or health kits. Be careful, though, the money is what you use to save at the payphone save points, so you don’t want to spend it all. It’s a clever variant on the classic Resident Evil-style ink ribbon system that makes your resource for saving a more abundant currency, but one that is used for more than just saving.

There were a couple of mementos that I ran across while exploring, and these can be equipped to provide specific character modifiers. I’m not entirely sold on the system yet, as there weren’t enough in the demo to really be able to craft a meaningful build, but with the surprisingly fun combat I’ve seen so far, I’m hoping that they will allow you to shape your playstyle in a way that’s tuned to how you like it. Any new wrinkles on combat are welcome, as it will need to find ways to keep fresh if it wants to stay compelling throughout.

As much as I think the combat is responsive and interesting, I think the enemies might be the weakest part of the game’s identity. This could also be a symptom of just seeing the early game, but so far, they are a bit more indistinct than I’d like, consisting mostly of shadowy people and bugs that didn’t have much going on. There was a boss fight that had a bit more of a menacing design, but I don’t know enough about the full shape of the narrative yet to see if the enemy design is in sync with the tone it’s trying to achieve. Right now, they just feel a bit generic, but I’m hoping things improve as it goes on, because they are pretty fun to fight for a survival horror game.

A Strong First Impression

Back to the opening thoughts about Lynch, the part that has me most interested in this game is the narrative. It’s simple so far, but there have been some surprisingly effective surrealist sequences that make me think this story is going to be something that will sink its hooks into me. One of the coolest moments of the demo involved turning off a light switch and being transported into an entirely different space, one dripping with dreamlike vibes. Even the choice to have the person you’re searching for be a musician adds a nice bit of texture to the narrative, putting a thematic focus on the game’s music in an important sequence involving a performance.

The cutscenes shift to a distinct painterly style, making them stand out without having to animate them, and it’s all brought to life with great voice acting. There’s even a little show you can watch in bits on TVs you pass, feeling a bit like a nod to Alan Wake II’s “Night Springs”.

I’m going to be honest, watching the initial trailer for Silver Pines had me feeling a bit sceptical. Not everyone can nail that Lynchian vibe, and when you try for that tone and miss, it can leave you with a narrative that’s either confusing or pretentious. Based on my hour with Silver Pines, I’d say they are on the right track, ready to deliver a surrealist narrative that draws from its inspirations while still carving out its own identity.

No word on the release date yet, outside of a vague 2026 timeframe, but I’ll be there day one to check it out.

Silver Pines is scheduled to release on the PlayStation 5, Xbox Series, Nintendo Switch, and PC via Steam.

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