The First Berserker: Khazan

“Spear-driven brink combat and timeless cell-shaded presentation carry a Nioh-style campaign, held back by rehashed bosses and a punishing true-ending gate.”

A disgraced great general, betrayed by an Emperor and possessed by the Blade Phantom, hunts the friend who condemned him, and the campaign delivers that revenge arc through a mission-based structure that borrows more from Nioh than from any open world. Levels bristle with shortcuts, Blade Nexus checkpoints punctuate progress, and each mission supports mid-mission saves and extraction for revisit-and-abandon pacing. The cell-shaded anime presentation gives the whole package a timeless quality, and the combat, a timing-driven hybrid of parry and dodge, sits on the action side of the genre divide while remaining more approachable than its peers thanks to selectable difficulty modes.

The brink guard system is the combat’s spine. Parrying on the brink of an attack deals stamina damage alongside the deflection, which rewards aggression rather than passive blocking, and brink dodging through attacks offers an alternative rhythm once the timing bedded in. Brutal attacks finish staggered foes with a damage bonus that roughly doubles the payout on backstab positioning, and execution finishers close encounters with ceremony. Mastering this loop takes time, but the moment it clicks the game hands over a feeling close to invincibility, and few recent action systems pay off practice so completely.

The spear became the natural home for that mastery. Three weapon classes exist, dual wield, great sword and spear, and the spear’s range and combo flow eclipsed the alternatives; the opening hours on dual wield feel strange by comparison. Free respec removes all friction from experimentation, since skills can be unlearned without cost at any time. It also undersells the other classes, which never received a full chance and never matched the spear’s ceiling.

Progression runs on lacrima-based levelling, gear augmentation and set bonuses, with phantom-form transformations layered on top. Difficulty modes can be swapped mid-game, an approach that lets a campaign start gentle and scale upward. Jarling collectibles hide behind illusory walls with controller rumble serving as a proximity cue, and soul stones and story notes reward thorough exploration. The Jarling hunt itself charms throughout, though 100% completion forces awkward backtracking, including a late detour to the Corruptor’s Fortress for a single missed stone.

The celestial tower in the final mission is the campaign’s one genuine level-design failure. It demands platforming from a character who cannot jump, turning a walkway gauntlet into a sequence of careful drops and precise landings that taxes patience rather than skill. Elsewhere the mission-based structure holds up: levels are shortcut-laden and dense, bosses mostly run two or more phases, and the pacing respects the clock at roughly thirty hours to full completion. The stamina-debuff witch fight and Volbaino’s arena-covering burn attack are the outliers, fights where status effects smother the combat rather than test it.

Two structural blemishes stand out against the strong core. Boss archetypes repeat, with several encounters running near-identical kits, and camera-hostile giant enemies compound the problem in cramped arenas. The true ending gate is worse: full exploration earns nothing if a single timed dialogue choice is missed, locking the best conclusion behind a coin flip despite complete completionism. Set bonus descriptions compound the friction, wording that obscures whether a 50% damage decrease stacks against a 30% figure.

Overall, this is a confident, action-leaning Souls-like whose brink combat, free respec and timeless cell-shaded presentation outweigh rehashed bosses, a clumsy final-mission platforming stretch and an ending gate that punishes one dialogue slip. It is one of the more approachable entries in the genre and earns its recommendation.