The First Berserker: Ongoing Khazan Comment
Blog Andrew Joseph 24 Mar , 2025 0

I was exhausted after playing the first Berserker: Kazan for the past week and a half. My hands were sore, my brain was blown up, and I often had to walk away in depression. It's a cruel game that people often expect to be near perfect in the toughest encounters. I'm slowly passing through this soul-like extension of the Developer Neople's dungeon and fighter universe, which is an understatement to say it's causing me trouble, and that's part of why I can also call this review a done. But, like a new military recruit, it disappointed me, and over time I built me into a deadly weapon ready for any hellish nightmare. Even though I hit the obstacles for hours at a time, I somehow found myself enjoying and reveling in the battles that brought me to the edge of my ability.
The First Berserker: Kazan is a classic vengeance story. The famous general Khazan was betrayed by his empire and marked as a traitor. After being severely hurt during his arrest, he was resurrected and possessed by a group of vicious warriors who made him bid with him. As we all know, the Blade Phantom Phantom is more concerned with the goal of promoting its hailstones, while Hazan is to reject his men's blood. The setup offers a lot to be established, integrating rooted medieval politics with mysterious forces into the path to the world, but the stories that follow are mostly thin, besides that.
Khazan encounters various characters when he ventures into the world, but they don't promote the story in a way that makes me really care about anything that happens, except adding some smaller connective tissue to the ongoing plot. Troubled villagers, otherworldly advisers, former military cohorts and more began to fill a sparse hub area called the slit. Besides visually interesting, I wanted to go and explore the floating stone reserves, there were mysterious broken stairs and distant platforms, and there was nothing to do in the gap except to manage my inventory from time to time or press the next mission area. Although it is an ideal place to slow down and promote further flavor, there is little shocking. Instead, it is a mechanical necessity that requires more optional tasks or craftsmanship, upgrades and enhances equipment than exploring and enhancing areas of the overall story.
As a well-planned tool of war, Khazan has some tools to slaughter enemies, although it took me a long time to feel my level of ability. Early missions introduced me to three weapons for the first Berserker: you can choose to use a powerful but slow and defensive great sword, agile endurance spear, or a spinning attack on the double blades. I like the uniqueness of each weapon type with other weapons, offering transformative action settings ranging from defense and methodical aggression.
Each weapon is further expanded through a complete skill tree, thereby enhancing the effectiveness of Kazan's combat. The nodes on these trees will change your basic attacks, such as changing how a live-action strike (or heavy attack) works, changing actions like stamina exhaustion to avoid and block, or providing new actions entirely by spending resources called mental points in battle. My Khazan feels different now than he started the game about 40 hours ago. As you upgrade him, there are a lot of options to use with Khazan, and it's interesting to figure out which action and perks are best for my play style to help me get rid of the tough conflict.
The first Berserker gives you the freedom to swap between the three weapons, but there is little overlap between their various abilities, and usually a quick switch is actually a huge change and hassle. For example, The dark soulmost weapons boil down to light and heavy attacks, and may have special abilities when switching to the two-hand grip. On the other hand, the weapon in the first Berserker allows up to six mentioned mental attacks and further optimizes the skill tree. There are a lot to deal with when gear is essentially something that custom-made courses. That's why I'm committed to double blades during playback, and I'm still tweaking and learning every big fight. Thankfully, if I want to jump onto a big sword or spear, you are free to reassign skill points. However, this process is only The dull and annoying time is enough to fly, and I have always insisted on using a weapon.
The structure is very similar to soul-like expectations when carrying out the main mission of the first Berserker. Each level involves killing dangerous enemies patrolling the area, figuring out how to survive a limited healing item, collect the fate of the dead, and using them to upgrade the bonfire version of the game, called “Blades” Nexus. It's an overly familiar formula whose design is certainly unparalleled, and its level is cleverly established by knitting through shortcuts to the previous breath after. Unfortunately, the first Berserker doesn't add something you haven't seen in the FrofSoftware game yet, but it does a great job of recreating the loop.
Closing each mission is a tooth and nail battle with the bosses in the area, each mission represents a potential obstacle before you continue to enjoy the first Berserker, but these encounters have begun to win my victory. The first big encounter I fought with was Mission 2’s final boss, which is the embodiment of the soul, just like those who live in our new hero. Its active melee attack will kill me quickly and after several failed attempts and an opponent's unforeseen weapon swap, I need to try another strategy to finally break through. Another early boss, a two-legged goat demon wielding spikes and hammers, once used to use force, occasionally illuminating the burning on the battlefield with a carpet of flames, causing a lot of sadness. At first, I tried to grind the weak enemies at level to collect Khazan version of Souls, called Lacrima, to improve my data and provide myself with a better chance of living. It helps, but ultimately there isn't enough time to give the scales. Then, I looked at my gear carefully and chose the jar. Still no dice.
Khazan's boss was in pain, and the early boss was like a brick wall. Some of the smaller enemies that lead to the boss will teach you how to deal with some aspects of them, but there is little to get you into something that keeps moving forward. There is no easy way to smash these walls on these walls of the first Berserker, such as finding overwhelming items or over-juicing your stats. Even in a cruel game like this Elden Ringa notorious early boss Margaret It is easier to overcome if you spend some time in the field before him, but this is not the real choice. In turn, this instant difficulty really makes me want to stop the game after the first few levels – but I'm happy to stick with it.
In the first Berserker, it is important to learn the movements of each oppressive boss and tell when to avoid or block. That's how I finally figured out the experience of facing overwhelming odds. It was numb to hone these abilities and chopped up my will. There is no need to perform timely damage blocks or rolls, and then strike at the right moment. Some of the bosses in the first half of the campaign burned for only five hours in my five hours, often making me wonder if it was not perhaps I should consider dropping from the default normal difficulty to easily saving stress. These enemies tested my patience, but after overcoming the initial obstacles, building the basis of reaction selection, and adapting to the attack plan, I became even more successful in figuring out what followed.
The peak point that used to be the frustration has become my favorite part of the first Berserker. The boss is ultimately the reason why he is worth playing football. Although they are difficult to knock down, they can all be read like a book and convey the actions and predictable strategies they are going to take throughout the battle. Every death that was once confused and stimulating became the learning experience I was looking forward to absorbing. Each reboot is a chance to regain my attack and survive with newly discovered knowledge. Yes, there are a lot of cheap attacks, one-hit kills and gro-producing mistakes, but I have always loved learning about every big boss, and the chance I encountered was the catharsis of finally knocking them down.
I was able to achieve these insurmountable feats as Neople implemented two great quality of life decisions in the first Berserker. First of all, dying repeatedly on the boss is not just about having nothing, but about giving precious Quhu to you based on your excessive reduction of your life. Each upgrade that helps you afford will add a little further next time, and by polishing your boss, the upgrade you need to beat is more valuable than breaking into a farm elsewhere. Second, skill points are awarded separately from the level you earn in Purple Ac Dance, but instead receive rewards through a more traditional experience bar filled only through combat. While not necessarily adding stats, unlocking new moves to use or enhance favorites may just be what you need to beat a stubborn encounter.
After finally finding what was required to me at the end of each mission and gaining the ability to make me feel like I can fight anything, I come to enjoy Kazan's devastating boss. They put me in trouble at levels and hordes of enemies that are largely uninterested. For my skills and statistics, it's a steep, sometimes frustrating climb, but it's also exciting to perform split guards and dodges to escape ruthless attacks and slam my enemies with their own steel. If I haven't reviewed it, then there's a good chance I'll take a break early and who knows if I'll go back. But now I know I have the ability to accept (by far) the worst khazard I throw at me, and I look forward to seeing it until the end.