It's the definition of "fine".
The core gameplay doesn't adopt the common modernisations of 2D combat - you can't move when you attack, you take damage upon contact with enemies (and some of them abuse it with cheap movesets), enemies don't get hitstunned (but you do, if you're mid air). It's fine, but certainly test your tolerance for that brand of bullshit.
There's no spice to the combat beyond the basics, all strength based weapons function the same way, enemies have a bit too much health. There is plenty of variety when it comes to the enemies though - that's a big plus.

The level design is very solid. Guides you through well, the checkpoints were placed at a solid pace, there were no difficulty spikes, not much needless repetition or empty space wasting your time. Think Bloodstained: RotN, but both less annoying and less interesting.
The one complaint you could have is that there's little variety between areas beyond the enemy types they contain, but it's not too big of an issue.

The game also feels like it was designed on autopilot as well. There's a loadout swapping system, but it's made pointless by a progression system that locks you into one weapon type. The game doesn't use the estus system for healing potions and has you rely on random drops despite limiting you to 3 flasks of any type, and levelling up heals you as well, breaking the tension and release of travelling between checkpoints. Using checkpoints doesn't save automatically, and it takes a while to do it yourself. Fast travelling is an unlock. You pick up gold constantly, but there's barely anything to spend it on. I'm 99% certain I got the "fake"/bad ending and there's a bunch of the game left to do, but I got hit with unskippable credits and no indication that I missed a chunk of the game after beating the boss.

The presentation is solid, including the music, as should be the case for a castlevania inspired title, but that's just a cherry on top of a really bland cake.

Reviewed on Apr 25, 2024


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