Deathbound review

Deathbound review

As someone who’s spent countless hours traversing the dark, twisted worlds of Dark Souls, Bloodborne, and Sekiro, I must say that my journey with Deathbound, the promising Soulslike from Trialforge Studio, has been a rollercoaster ride.


I recently previewed Deathbound, a Soulslike game developed by Trialforge Studio in Brazil. Back then, I encountered difficulties with the game’s world and controls. Although it’s more playable now, some of my concerns about the story have been alleviated as I played through it, yet there’s still an essential element that I’ve taken time to pinpoint.

Initially, let me express my appreciation for the impressive visuals in the game Deathbound. Given its smaller production team, it’s quite visually appealing overall. The character designs are intriguing, although the enemy designs could use a bit more creativity. Some of the environments have an intense atmosphere that is hard to ignore. However, I found myself having trouble fully immersing myself in the world of Zeimenal and its central conflict between the Cult of Death and Church of Life.

As a devoted enthusiast, I’d express that Deathbound is an engaging party-based game where the team is embedded within a single entity, allowing you to transform in and out of it at will. Discovering seven distinct “Essences,” you can assemble a four-member squad at any phylactery (bonfire) you stop by for rest. Each member has a unique personality with their own stories and convictions that occasionally collide, leading to lengthy, passionate disagreements and penalties when they’re tightly bonded within your vessel. However, they also bestow advantages if their ideologies coincide, making it worthwhile to fashion parties of harmonious souls.

Deathbound review

The core idea that sets Deathbound apart is its remarkable versatility. With numerous character compositions to choose from, these characters not only team up but also engage with various NPCs in the game world, often resolving conflicts or uncovering hidden knowledge and tales. In combat, you can switch between them using potent “Morph Strikes”, or transition during parries, ripostes, and dodges for added benefits. Some characters excel in melee combat, while others rely on magic. One character stands out with an exceptional crossbow and stealth kill ability.

Unfortunately, the battle system lacks the necessary depth to fully exploit the Morph mechanic effectively. It’s awkward and inaccurate, with sluggish movements, an annoying slowdown effect during dodges that leaves you exposed for follow-up attacks, and inconsistent button responsiveness. The timing for parries and dodges is erratic as well, making it difficult to tell when your inputs will be recognized. Dying because your weapon hits the scenery or passes through an enemy is infuriatingly frustrating, and the lengthy animations, such as reloading a crossbow or drinking a potion, can’t be canceled once initiated.

As a devoted fan, I must voice my concerns about the mob density in this game. It’s quite rare to find myself without at least three adversaries simultaneously, and Deathbound seems to have a soft spot for ambushes – more so than any other Soulslike I’ve encountered. In tight combat situations, the camera often poses a challenge, either positioned beneath me or uncomfortably close to my back. It can get quite chaotic.

Deathbound review

Absolutely, in Deathbound, you have the option to advance at Phylacteries, distributing points into various skills or attributes that enhance your entire team on a unified skill system. Discovering forgotten memories will grant you powerful boosts and abilities for each Essence, including adding harmful effects like bleeding or poison to your attacks, or enhancing your Sync Gain, a crucial factor in Morphing during battle. Additionally, there are rings and pendants that augment your stats and skills, which can be further enhanced using unique rare items.

Regardless of whether or not the combat misses more often than it hits, Soulslikes often live or die by their world. An intriguing world can be enough to balance out a lot of other shortcomings, but I just can’t make sense of Zeinemal.

The setting is a realm constructed upon the remnants of a long-lost civilization. Known as the “First Men,” these beings were immortal and, based on observations, they had developed technology that mirrored our own. However, it’s puzzling because while you see advanced architecture all around, there are also dilapidated, common vehicles scattered throughout the streets.

Deathbound review

Sound design fares better, with some wonderful atmospherics at work. While the writing is decent, though, it’s let down by some poor voice acting. Therone’s actor is solid, delivering his lines with passion befitting his dedication to the Goddess of Death, but thief and assassin Anna Lepus is just not very good. Her accent is terrible, flitting between multiple forced dialects and never sounding believable. In fact, Deathbound has an issue where accents are concerned in general, and it’s never less than jarring.

A robust fundamental system can’t mask Deathbound’s issues entirely. Occasionally, it seems as if we’re playing an early access game, given the heavy, clumsy battles and a world that lacks direction. There are moments of promise, particularly in the Essences aspect, where the design is strong, but overall, it provides an average gaming experience without much standout appeal.

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2024-08-07 16:16