Playtime:
5488 minutes
[h1]The First Berserker: Khazan — A Brutal, Unforgettable Challenge[/h1]
From the start, I appreciated that Khazan doesn’t lock me into a single playstyle. Whether [b]parrying, dodging, or guarding[/b], I could adapt my combat approach depending on the fight.
I’ve played Souls games [b]a lot[/b], so I expected a challenge—but Khazan pushes things even further, demanding [b]precision, aggression, and endurance[/b].
[h2]Combat: Fluid, Adaptive, and Brutal[/h2]
Combat in Khazan is [b]one of the best I’ve played[/b], but its [b]mechanical balancing struggles in late-game fights[/b]. [b]Brink Guard (parry)[/b] is tight, rewarding precise timing, but stamina depletion and HP scaling issues hold the experience back.
I relied on [b]dual wield and spear[/b], with spear becoming my go-to for its [b]speed, range, and ability to extend Moonlight uptime[/b]. [b]Moonlight activation requires landing three consecutive Swift Attacks[/b], but if I was interrupted, I had to [b]restart the sequence entirely[/b] before I could chain into [b]Assault or Reversal[/b]. Even when I successfully executed the combo, [b]stamina drained too quickly[/b], making fights against [b]status-inflicting mobs (Poison, Flame, Chaos)[/b] particularly punishing.
Late-game enemy HP [b]bloated so much that fights became exhausting endurance tests[/b], forcing players into prolonged encounters that felt more about survival than skill. The [b]weapon kits for dual wield, spear, and greatsword need adjustments[/b]—for instance, the execution speed of [b]greatsword attacks[/b] is [b]too rigid[/b], locking players into [b]predictable sequences[/b] that struggle in high-pressure battles.
To counterbalance this, the [b]upkeep for chained maneuvers needs reworking[/b], allowing [b]Moonlight extensions to flow into Assault/Reversal, then into additional multi-hit skills[/b], creating [b]a more consistent offensive rhythm[/b] rather than forcing constant resets. However, even if players successfully execute these chains, [b]stamina drains far too quickly[/b], limiting engagement and further amplifying the difficulty gap against enemies with [b]excessive HP scaling[/b].
A [b]reduction in stamina depletion[/b], paired with [b]improved chaining of multi-hit attacks[/b], would help [b]shift combat toward mastery rather than endurance[/b], ensuring weapon abilities feel [b]responsive, rewarding, and competitive against high-health foes[/b]. Without these adjustments, fights continue to feel [b]drawn-out and imbalanced[/b], requiring excessive effort for limited payoff.
Using [b]greatsword[/b], I often felt like I was [b]backseating the fight[/b], holding a defensive stance and [b]waiting for an opportunity to strike instead of actively engaging[/b]. This was especially noticeable against [b]quick-attacking enemies like Viper[/b], whose relentless speed [b]forced me into a reactionary role[/b], struggling to find clean openings. The [b]slower execution of greatsword attacks[/b] meant [b]enemies interrupted me before I could land a decisive hit[/b], turning encounters into [b]drawn-out battles of attrition rather than rewarding duels[/b]. Instead of feeling empowered, I was [b]waiting for my turn[/b], which [b]broke the momentum[/b] of combat.
[h2]Bosses: Ozma Sets the Bar, Others Lag Behind[/h2]
There’s no debate—[b]Ozma is the best boss fight I’ve ever played[/b].
His [b]multi-phase battle constantly forced me to adapt[/b]. [b]Missile barrages[/b] kept me moving, explosions cutting off escape routes, while his [b]relentless slashes and lunges demanded perfect Brink Guard timing[/b]. [b]Sweeping combos baited dodges[/b], making counters crucial. Unlike many late-game encounters that relied on [b]high HP to stretch out difficulty[/b], [b]Ozma’s challenge came entirely from his mechanics[/b], making the fight thrilling instead of exhausting.
Other bosses didn’t reach this level. [b]Too many relied on status effects instead of innovative attack sequences[/b], and [b]delayed attacks became frustrating rather than rewarding[/b]. The [b]bloated HP pools[/b] dragged out encounters, replacing strategy with endurance grinding.
[h2]World & Art Direction: Stunning Aesthetics, Flawed Design[/h2]
Exploring Khazan wasn’t always engaging. [b]Stormpass and Mount Heinmach lacked atmosphere[/b], feeling [b]more like obstacles than immersive locations[/b]. The [b]early game is repetitive[/b], improving later but never fully delivering.
Enemy placement frustrated me. [b]Archers behind elites, exploding spiders, and relentless gank squads[/b] turned encounters into frustrating battles rather than skillful duels. This issue was [b]clear right from the tutorial[/b], where the game [b]introduces archers/shooters placed behind mobs[/b], foreshadowing the [b]artificial difficulty padding seen throughout[/b].
That said, the [b]art direction is phenomenal[/b]. [b]Cel-shaded character designs against realistic backgrounds create a unique, visually striking look[/b]. [b]Bruises and cuts stay on enemies as I fight them[/b], adding a brutal touch that enhances the sense of impact in every battle.
Once again, this game proves that [b]art style matters more than chasing realism[/b]. Korean developers have been [b]putting out incredible titles[/b], with Lies of P, Sanabi, and Dave the Diver all pushing distinct aesthetics. Khazan follows that trend beautifully.
[h2]Loot & Progression: Unbalanced and Lacking Basic QoL Features[/h2]
Crafting [b]wasn’t worth the effort[/b]. [b]Loot drops constantly outclassed crafted gear[/b], making upgrading [b]pointless minutes after grinding materials[/b]. The [b]Diablo-style loot mechanics[/b] clashed with Khazan’s Soulslike systems, making build progression [b]feel more dependent on random drops than planning[/b].
On top of this, the [b]inventory management system needs a serious overhaul[/b]. [b]Sorting weapons and armor by set would make comparing stats much easier[/b]—right now, flipping between helmets, chest pieces, and attributes feels clunky. Being able to [b]view all equipment from the same set side by side[/b] would help with making meaningful loadout decisions rather than constantly jumping between individual items.
[h2]Story: Functional, But Forgettable[/h2]
The story wasn’t bad, but it [b]lacked depth[/b]. I hoped for something layered, like Elden Ring, where [b]lore unfolds naturally through exploration[/b]. Instead, Khazan [b]relies on straightforward cutscenes[/b], making the narrative feel [b]surface-level rather than immersive[/b].
[h2]Final Verdict: Combat Excellence Held Back by Flaws[/h2]
Despite its issues, Khazan [b]kept me hooked[/b], especially in the fights that delivered.
[b]Ozma’s battle alone makes this game worth playing[/b], setting a new standard for what a Soulslike boss should be. The [b]combat system is exhilarating[/b], rewarding fast reactions and perfect execution. But [b]bloated enemy HP, stamina depletion issues, repetitive level design, frustrating enemy placements, and an unbalanced loot system[/b] prevent Khazan from reaching true greatness.
This game [b]punishes mistakes and demands endurance—but when it clicks, it’s an absolute thrill[/b].
[b]Final Score: 8.5/10[/b]
👍 : 8 |
😃 : 0