The more time that passes, the more I'm realizing just how much I dislike "anime" being used as a adjective. It somehow means everything (usually bad things) but also nothing meaningful at the same time. But yeah, "Code Vein". I enjoyed it but I hated the fact that it was a "Soulslike". Granted, the progression makes sense. "SoulsBorne" is basically a more single-player RPG "Monster Hunter" experience, both share a lot of the same core design philosophies. So Shift going from "God Eater" to "Code Vein" was obvious enough, though a mandate from Bandai was probably what sealed the deal. The only reason I even bothered giving it a try was cause it was developed by Shift and I saw so much "God Eater" DNA in it. Combine that with it being a stealth spin-off and yeah, that was enough for me. I know some are hoping for a sequel but I'm not holding my breath. Shift is basically dead, absorbed and practically disbanded by Bandai to the point they aren't even credited anymore. If there somehow is one, it'd be by a completely different team with maybe some key staff being involved at best. Both it, and "God Eater" for that matter, are over. 3:32 (Sharing health/reviving) I've seen a lot of complaints regarding that and, while yes the AI isn't perfect, there are a couple factors people tend to miss on why that happens. The first and most obvious is that they were animation locked, either being in a block stun or locked in their own attack animation. Taking your clip as an example, Io was staggered from getting hit and then had to dodge roll out of another attack since it would have canceled their revive startup if they tried to revive you immediately. As soon as both were clear, she tried to revive you right away but it was too late. The second less obvious factor is that reviving still requires Ichor. A measly 1 Ichor, yes, but that can stop it from happening. Yakumo especially has this issue since his base Ichor is low, 10 I believe, and all his abilities cost 5-6 Ichor. Two uses and he's basically completely out. 3:53 (NPC dialogue) You can turn off NPC companion dialogue and still have them with you.
no wonder the game was somewhat similar to god eater. i remember playing the old god eater games and had fun with them, and when i first saw code vein, in my mind it was literally god eater but soul-like style. overall, the game is fun
I dropped the game at the church level, there was a difficulty spike there for me and the performance was tanking a bit on my laptop, but I didn't have much of an issue with the samey look. This was my first souls like (proper) and I enjoyed what I've played, will definetly return to it at some point; when I get a better pc :)
Bandai really should give Shift the support they need to make sure the inevitable sequel is as refined as it should be, perhaps by consulting associates in FromSoft.
what they should do is mix both world, make it a hunting for 4 to 8 players but also makes more soulsy with the combat and exploration
The more time that passes, the more I'm realizing just how much I dislike "anime" being used as a adjective. It somehow means everything (usually bad things) but also nothing meaningful at the same time.
But yeah, "Code Vein". I enjoyed it but I hated the fact that it was a "Soulslike". Granted, the progression makes sense. "SoulsBorne" is basically a more single-player RPG "Monster Hunter" experience, both share a lot of the same core design philosophies. So Shift going from "God Eater" to "Code Vein" was obvious enough, though a mandate from Bandai was probably what sealed the deal.
The only reason I even bothered giving it a try was cause it was developed by Shift and I saw so much "God Eater" DNA in it. Combine that with it being a stealth spin-off and yeah, that was enough for me.
I know some are hoping for a sequel but I'm not holding my breath. Shift is basically dead, absorbed and practically disbanded by Bandai to the point they aren't even credited anymore. If there somehow is one, it'd be by a completely different team with maybe some key staff being involved at best. Both it, and "God Eater" for that matter, are over.
3:32 (Sharing health/reviving)
I've seen a lot of complaints regarding that and, while yes the AI isn't perfect, there are a couple factors people tend to miss on why that happens. The first and most obvious is that they were animation locked, either being in a block stun or locked in their own attack animation. Taking your clip as an example, Io was staggered from getting hit and then had to dodge roll out of another attack since it would have canceled their revive startup if they tried to revive you immediately. As soon as both were clear, she tried to revive you right away but it was too late.
The second less obvious factor is that reviving still requires Ichor. A measly 1 Ichor, yes, but that can stop it from happening. Yakumo especially has this issue since his base Ichor is low, 10 I believe, and all his abilities cost 5-6 Ichor. Two uses and he's basically completely out.
3:53 (NPC dialogue)
You can turn off NPC companion dialogue and still have them with you.
no wonder the game was somewhat similar to god eater. i remember playing the old god eater games and had fun with them, and when i first saw code vein, in my mind it was literally god eater but soul-like style. overall, the game is fun
I dropped the game at the church level, there was a difficulty spike there for me and the performance was tanking a bit on my laptop, but I didn't have much of an issue with the samey look. This was my first souls like (proper) and I enjoyed what I've played, will definetly return to it at some point; when I get a better pc :)
WHERE’S GOD EATER 4 BANDAI?
Bandai really should give Shift the support they need to make sure the inevitable sequel is as refined as it should be, perhaps by consulting associates in FromSoft.
That goddamn cathedral level made me quit this game. Maybe I should play it again.
That's where I've quit twice. Still want to give it another shot but just the thought of it annoys me.
I still spend ages on that character creator...