Discuss Code Vein, Bandai Namco's Action-RPG!
Visit the Code Vein Wiki


Town Crier
Joined: Tue Nov 12, 2013 6:27 am
Souls: 0.00
Posts: 24958
Reputation: 12
These are cross-posted comments on a wiki page. You can visit the page here.  Read Wiki Page

Game gets an A- on character creation, a B- on combat and an F for level design, sad to say. All levels manage to be uninteresting and linear corridors that may (or may not!) loop back just to avoid more mistles. At this point even a bland open arena would be a breath of fresh air. Awful level design.
I'm curious as to what would have brought the levels above F. Because an open-arena design certainly doesn't.


Joined: Wed Oct 16, 2019 10:38 pm
Souls: 50.00
Posts: 1
Reputation: 0
I'm curious as to what game they're playing. The levels look pretty cool, you can slowly start understanding what you're seeing as the story progresses (thorns, for example), and the hidden passages that the game gives you subtle clues at were pretty well thought out. The cathedral level was particularly confusing/great/amazing
The levels look quite same. Within one level every wall and corridor and dead end is pretty identical, unlike say bloodborne, but the mapping is pretty interesting.. Lots of cool vertical it. Nothing to really diverge from the souls formula, but it fits it well. I really liked the cathedral, and all the drop down paths to find, for example, even if it all looked the same
I can see what they tried to do on some of the levels so I will give them credit for that but some shortcuts were just long empty hallways
Throughout the whole game I've been thinking to myself that the level designs are genius. Different strokes for different folks, I suppose.
You must be one of those brats that has three accounts on metacritic to give a game a zero on every platform because it has dlc or it doesn't have dlc or any other stupid whim
Couldn’t disagree more. Linear in a lot of areas sure, the game is definitely linear when it comes to boss order. But I think it was designed that way. Unfair, in my opinion, to grade a game for being linear when it was supposed to be that way. With a story being part of the game and a partner it should be assumed it has a path to the finish and not a souls exploration design. Some areas are a bit to linear, but other felt really open and fun. The cathedral was a maze and every shortcut I unlocked felt like a huge achievement. I wanted a more linear experience and knew a JRPG version of souls would give me that. Like final fantasy, save for 15 I guess, it has a story that it followed and wouldn’t make sense if it wasn’t in order. For me personally the let down is the difficulty. Some mainly the enemies are to easy. Some bosses can be chain backstabbed and never even get a hit in. I wanted a more difficult game, where strategy was super important. I don’t feel this had that, but that’s alright. It never touted being a dark souls game, I think I and a lot of people unfairly just assumed it.