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

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.

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.

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.
Previews
‘DOOM: The Dark Ages | Revelations’ DLC Is Bigger, Harder, and Built for Series Veterans
In the past 10 years since the release of DOOM (2016), we’ve seen a surprising amount of evolution on the core concept of the series. DOOM brought the series back with a clever push-forward combat system with a glory kill system that forced you to stay in the fray. DOOM Eternal added wrinkles to the combat by giving you tools that exploited specific enemy weaknesses, while also increasing the focus on precise platforming and narrative.
DOOM: The Dark Ages slowed things down a bit without decreasing the intensity, giving you a shield that added defensive verbs to your arsenal in a way that allowed you to be even more aggressive. It’s very clear throughout all these titles that id Software is very thoughtful about the ways they try to replicate the experience of original games in a modern context.
Recently, id hosted a virtual event to show off the latest iteration of the DOOM series, Revelations, an upcoming DLC for DOOM: The Dark Ages, which they promise will be a celebration of the entire series. Set after the conclusion of Dark Ages, the Doomslayer finds himself trapped in a purgatory, forcing him to rip and tear his way out of a prison of his own mind with the help of a mysterious ally. While they emphasized that this would be a narratively pivotal chapter for the story of the Doomslayer, they were keeping details under wraps, instead focusing on the level structure and combat feel of the DLC.
A More Demanding Challenge

One thing they wanted to make clear about Revelations is that they are going to be pushing the level of difficulty higher than the base game, challenging even the most seasoned series veterans. Game Director Hugo Martin wanted to emphasize that they’ve been listening to fans, so while it will be more challenging, the ramp-up of that difficulty is more gradual than in the DOOM Eternal Ancient Gods DLCs. The difficulty and accessibility sliders from the base game will all be sticking around, so you’ll be able to customize your challenge level however you want, if you find the game too punishing.
In order to prepare you to meet this challenge, they’ve introduced a new weapon, the chain spear. This can be swapped into your left hand, where you also use the shield from the base game, giving you a new suite of options for your tactical arsenal. Not only does it allow you to parry projectiles like the shield, but it also adds a grappling hook and dash to your toolkit, giving you ways to move around the battlefield quicker than before.
If you’re more comfortable with the shield, that will still be available to you, but Martin said by the end of the campaign you’ll need to be integrating the spear into your repertoire, as upgrades make it essential to your survival.
While id still wants to retain the slower, more brutal feeling of Dark Ages, they’re hoping that the spear will feel like strapping a jet engine to a monster truck, combining the best of the last two games into one violent package. It’s hard to say how this will feel without getting my hands on it, but a lot of the new skills appeared to add a dynamism to the encounters, particularly the clever-looking orbit ability that allows you to attach yourself to a monster and revolve around them, almost like an aerial version of the z-targeting lock-on from Metroid Prime.
The modern DOOM series has always been about finding just the right balance of giving you enough tools to make combat both tactical and reflex-based without making too much complexity as to overwhelm you. It looks to me like the chain spear will be a solid addition that adds exciting ways to close the distance or get around an arena, rather than forcing you to remember the utility of each weapon like DOOM Eternal did.
Six Levels and an Endgame Built for Experts

Revelations will feature six levels, including the hub, and will provide about 10 to 12 hours of content, roughly the same size as the two-part Ancient Gods DLC from Eternal. As Martin explained it, this will be divided between the main campaign and the endgame content, with the main campaign taking up about 60% of the overall runtime. After completing the main campaign missions, you’ll be given access to a wide variety of challenges that will continue to increase in difficulty until you unlock what Martin called the Uberboss. I’m curious to see how substantial this endgame content feels, as it sounds like it will take you on new paths through the previous levels rather than providing completely new content, but id seems confident that the challenge and spectacle of these encounters are going to be worth it.
The team said that exploration is going to be one of the highlights of the DLC, which is a fun prospect for me. The best DOOM levels are the ones that are littered with satisfying secrets, and they’ve promised Revelations will be full of them, including hidden recreations of classic levels. After hearing fan feedback for DOOM: The Dark Ages, they decided not to mark these secrets on the map, allowing you the satisfaction of finding them yourself. Every level is designed to be fairly maze-like, requiring you to retrace your steps as the campaign goes on.
There’s even the promise of Metroidvania-like exploration in the hub level, opening up more and more of the space as you gain abilities. The dragon and the mech will not be showing up in the DLC, but leaving them behind feels like a good decision to me, as they exhausted those gimmicks in the base game.
Smarter Enemies, Tougher Fights

Over the course of the presentation, they showed off a few more enemy options that are being added into the mix. In addition to an all-new Wizard enemy type, there are variants of enemies seen in the base game featuring new behaviors that change up the encounters in meaningful ways. Importantly, they said that there would be a focus on giving more enemies evasive AI, pulling you around the arena space to keep you from hunkering down in one place. DOOM has always been a fast-paced game of tactical chess, requiring you to scan the battlefield and prioritize the various targets, so hopefully adding more enemy behaviors to the mix will make for a fun way to add challenge to their already challenging combat.
In addition to the difficult endgame, id is releasing a 3.0 version of the Ripatorium, the customizable endless mode that was seen in the Dark Ages. This will add new maps, new levels, and deeper customization to the fan-favorite mode, allowing you to run through some particularly diabolical encounters. While I personally would prefer more focus on the main campaign of the game, it seems they are trying to cater to people who want more ways to push the challenge of the series as far as they can, and Ripatorium 3.0 looks like the culmination of that effort.
Final Verdict

The DOOM series is so much about how it feels in the hands, and while I didn’t get to experience that, they closed the presentation with a combat sizzle reel that looked like an exciting evolution of Dark Ages, a game that I thought felt great to play. The new grapple function of the spear allowed the arenas to have a bit more verticality than those found in the base game, and the visual design of the enemies remained consistently readable, allowing you to understand the encounter at a glance. The orbit ability in particular looked fun as hell, allowing you to dynamically move around the environment while still staying focused on offense. It’s looking extremely promising, but it’s impossible to judge until I get to play it myself.
After experimenting with the formula for over the last decade, id is hoping that Revelations is the culmination of the series from both a mechanical and narrative standpoint. They closed by saying that Revelations is to The Dark Ages what DOOM Eternal was to DOOM (2016), which is both exciting and worrying for me. In my mind, there’s a dial they’ve been tuning over the course of this reboot series. The dial felt perfect in DOOM, then turned too far up for me with Eternal, before reaching a great point with The Dark Ages, though not quite as perfect as where it started.
Time will tell where it lands on this spectrum, but the new chain spear seems like it’s going to be just as welcome an addition as the shield was in The Dark Ages. Fortunately, we don’t have to wait too long to find out.
DOOM: The Dark Ages | Revelations will be available for the PlayStation 5, Xbox Series and the PC via Steam on July 7.
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