Being a huge fan of the Dark Souls series, I was eagerly anticipating my chance to get my hands on Code Vein. Thankfully, that opportunity came at New York Comic Con 2017. Before I go any further, let me admit—I got wrecked. I only had a few chances to fight the first boss, and just when I started getting familiar with the game, my session ended. Because I joined one already in progress, I had only about four minutes to play. Looking back, I should have restarted the demo.
Before diving into impressions, I asked about the build being shown at NYCC 2017. I was told it was the same version that appeared at the 2017 Tokyo Game Show, with some tweaks. What those changes were wasn’t revealed, as Bandai Namco wasn’t sharing many details. Still, this was the first time Code Vein was playable in North America, so they may have been testing new ideas based on feedback.
Hands-on Impressions
I enjoyed my short time with the game, though it wasn’t what I expected. I assumed the combat would feel faster, but instead it was more deliberate and slower-paced. Code Vein also places a heavier emphasis on RPG mechanics compared to Dark Souls. You can attack in both melee and ranged styles, buff yourself and your partner, and even bring them back to life. Conversely, if you go down, your partner can revive you—though it comes with a penalty. There’s a lot of depth here, with leveling systems, skill progression, and mechanics that set it apart from other action RPGs. Bandai Namco promised more details on these systems soon.
Combat felt weighty. Light and heavy attacks can be charged, and blocking is available, though I confirmed there are no shields in the game, at least not yet. Attacks are slower than what you’d find in Dark Souls, Nioh, Bloodborne, or The Surge. Once you commit to an attack, you’re locked in, which isn’t a bad thing, though casting in particular left me vulnerable. Lock-on targeting is included, which helps manage encounters.
Dodging, however, felt sluggish. Before playing, I watched others and noted how slow it looked, and once I tried it myself, I felt the same. Dodging is very reminiscent of Dark Souls 2, with noticeable delay between input and action. I ate several attacks because of this. To be fair, I wasn’t used to the system and would need more time to adjust.
I was also skeptical about having an AI-controlled companion instead of human co-op. After playing, I was pleasantly surprised. The AI was more helpful than I expected, pulling aggro, giving me breathing room, and even reviving me when needed. They were reliable, maybe more so than a human partner.
Graphically, Code Vein impressed me. The visuals were sharp, textures detailed, particle effects stylish, and the framerate smooth. I didn’t confirm whether the demo was running on a PlayStation 4, PlayStation 4 Pro, or a PC setup disguised with a DualShock 4 controller, but it looked fantastic regardless. The game also gave me strong God Eater vibes, which makes sense, the same team worked on its art design.
After finishing my short session, I spoke with others in line, many of them fellow Dark Souls fans, and their impressions lined up with mine. Of course, things can change before launch, but the reception seemed consistently positive.
I plan to get back in line to try the level that leads up to the boss fight, since my time was limited to just the battle. From what I did play, though, Code Vein is shaping up to be a fantastic title and a must-play for me. Roll on 2018, I need more Code Vein in my life.
Code Vein releases in 2018 for PlayStation 4, Xbox One, and PC, with enhancements for PlayStation 4 Pro and Xbox One X.