The First Berserker: Khazan – A Deep Dive into the Game’s Unique Elements
Released by Neople and set 800 years before the events of Dungeon Fighter Online, The First Berserker: Khazan stands out in a crowded genre often filled with uninspired soulslike games. It breaks free from the shackles of imitation, presenting itself as a force to be reckoned with. This title combines aggressive combat, a fierce setting, and an emotionally resonant narrative layer, all woven together with intricate progression systems, refined combat mechanics, and a distinct visual identity. While it may not boast the technical splendor of FromSoftware’s offerings, its unique charm is undeniable.
At the heart of The First Berserker: Khazan is a surprisingly direct and personal story, breaking away from the typical amnesiac protagonist trope often found in the genre. Instead, players step into the shoes of Khazan, a betrayed general who has been tortured and is now literally possessed by a spectral entity known as the Sword Specter. This collection of souls serves Charon, the Lord of the Underworld, adding depth to the narrative. The Sword Specter, initially an adversary, evolves into an ally, playing a crucial role in the story while also influencing combat mechanics. Khazan is not just the first Berserker by title; the entire game revolves around the theme of rage—his own and the fury of the world surrounding him.
The storyline, while linear, offers three possible endings, with one deemed the "true" ending unlocked through side quests, document collections, and a redefined final boss encounter. Rather than focusing solely on revenge, Khazan dives deeper into themes of subjugation, remorse, and transcendence amidst chaos. This narrative approach makes Khazan’s journey feel more akin to Sekiro than Dark Souls. He is a character with a name, a face, and a burden that cannot be dismissed as a mere symbol. This weight resonates both aesthetically and emotionally throughout the game.
The journey begins with Khazan defeating the dragon Hismar alongside his comrade, Ozma. Following this victory, he is wrongfully labeled a traitor by the empire he served. After enduring torture and execution, he is saved—or transformed—by the Sword Specter inhabiting his body. The resulting journey is less about heroism and more about a brutal rite of restitution, where the desire for vengeance intertwines with the pain of being manipulated by greater forces. The Sword Specter acts as an alien consciousness within him, influencing not only the narrative but also the combat system and the player’s choices throughout the game. Unlike many soulslike titles that lean heavily on cryptic storytelling, Khazan embraces regular cutscenes, contextual dialogues, and a more accessible dramatic cadence.
One of the standout features of Khazan is its progression system, which reimagines familiar elements from games like Nioh and Sekiro with its own unique logic. Instead of a traditional interconnected world, the game utilizes a hub called the Rift, from which players access extensive maps filled with vertical variations, shortcuts, mini-bosses, and hidden areas. The inability to jump—an intriguing limitation given the protagonist’s acrobatic abilities—does not detract from exploration. Instead, it gains complexity through mechanics like lanterns revealing illusory walls and environmental effects that alter interactions with specific enemies. For example, undead foes require double executions, while invisible creatures are easier to track with specific equipment or sheer attentiveness. Finding crystals and living jars hidden throughout the environments can be exchanged for attributes or items that aid in the journey, enhancing replayability.
Combat in Khazan is a direct homage to fast-paced confrontation. Unlike the almost meditative pacing of Dark Souls, this game encourages players to attack—quickly, powerfully, and stylishly. With three main weapon types (dual swords, spear, and greatsword), the variety of combat styles expands as players unlock new active and passive skills through dedicated skill trees for each weapon type. Skills are obtained not only by leveling up with Lacrima—a fittingly named experience currency—but also through the continuous use of each weapon in a mastery system that rewards persistence. Moreover, players can freely reset skill points, a rare act of generosity in a genre where missteps often lead to a frustrating restart.
This regard for player experience extends to how the game handles progression after death. When facing a boss, players earn experience proportional to the damage dealt, regardless of the fight’s outcome. Any lost Lacrima from death is left outside the arena, ensuring that each attempt serves as a form of progress. While die-hard fans of Souls games may scoff at these design choices, particularly those who relish the punishing nature of Dark Souls II, it’s still frustrating to lose repeatedly to the same boss. The recovered Lacrima and accumulated experience won’t magically guarantee victory.
Boss battles in Khazan serve as the centerpiece of tension and catharsis. Each encounter is meticulously crafted with purpose. For instance, the Viper serves as the first significant "skill checkpoint," featuring four phases, multiple health bars, and punishingly choreographed attacks. This duel clearly communicates the game’s disinterest in moderation. The brilliance of Khazan lies in the educational aspect embedded within its bosses. Volbeno, for example, teaches players that a perfect parry does not negate elemental damage, while Elemane punishes those who overextend their stamina, activating attacks only when stamina is fully depleted. Further along, the boss Maluka enters a phase where using a short sword makes movements nearly unpredictable, compelling players to abandon aggression in favor of survival. Trokka, a witch, unleashes a flurry of ki blasts reminiscent of a Dragon Ball battle, forcing players to sprint while managing their stamina to avoid instant obliteration. Importantly, no death feels arbitrary; each fight offers clear lessons about timing, positioning, and humility, maintaining a cycle of trial, error, and enlightenment.
Khazan also features additional specters that provide various attributes and even allow for transformations akin to shounen anime. Though temporary, these transformations introduce unique movesets, encouraging players to strategize on how to tackle specific phases or enemies.
However, Khazan is not without its flaws or questionable design choices. One such point of contention is the repetition of bosses in side missions. While this content extends the game’s longevity by offering new areas, recycling confrontations can diminish excitement during exploration. For some, re-fighting a previously defeated boss may be intriguing, especially when variations in attack patterns emerge. However, most of these encounters are against weakened versions, and since the game permits revisiting original confrontations, the decision to reintroduce them in new contexts becomes more questionable.
Regarding revisiting areas, the game resets as if it is the player’s first visit, excluding cutscenes. Dialogues between Khazan and the Sword Specter or allies still occur, ignoring prior explorations. Additionally, shortcuts—like unlocked doors or ladders—reset to their initial state. While players do not need to restart the entire exploration process, as "bonfires" (the game’s checkpoint system) remain accessible, previously opened shortcuts must be activated again.
The range of weapon classes, including dual swords, spear, and greatsword, may also polarize players. While they have unique visuals and some interesting effects, they ultimately share the same moveset. Players should not expect weapons with distinctive effects, such as a Blasphemous Sword firing energy blasts in Elden Ring. Instead, unique effects are tied to unlocking skills within the specific weapon trees. While players will enjoy a greater variety of moves than in Dark Souls or Elden Ring, some might not feel incentivized to seek out specific weapons for their attack effects, focusing instead on builds or aesthetics.
Perhaps the most significant "flaw" in Khazan is its linear world design, with areas that lack interconnectivity. The game offers an exploration rhythm reminiscent of Dark Souls, with strategically placed doors and bonfires saving progress after unlocking various paths. However, it is less labyrinthine than FromSoftware’s titles and does not allow free transitions between phases. In simple terms, Khazan is structured as a series of levels, presenting new areas with recommended levels for exploration. This phase-based limitation also curtails excessive farming of the weapon skill tree, preventing players from arriving at the fourth boss fully powered. Still, for those patient enough, there are no restrictions on acquiring Lacrima or currency, used respectively for upgrading attributes and purchasing items.
Visually, Khazan employs a cel-shaded style influenced by dark fantasy manga, featuring thick outlines and saturated colors that veer away from the gothic realism often found in the genre. While some environments may feel generic, and level design can suffer from artificial connections, the game compensates with clean animations during combat, precise visual effects, and a brutal aesthetic that embraces the grotesque without sacrificing style. The soundtrack serves its purpose during climactic moments but may be forgettable outside of those instances. However, the sound effects, particularly during battles, are intense and well-crafted, with the mixing being somewhat uneven during ambient moments but strong in larger duels.
In summary, The First Berserker: Khazan emerges as a soulslike game with conviction. Defying expectations and the temptation to become just another generic piece in the FromSoftware-influenced market, Khazan offers a brutal action experience anchored in a rare emotional core for the genre: rage. While it may not convert skeptics, it serves as a feast for those already initiated. Its operational anger, dialogic pain, and energetic combat make it a title that not only understands its place in the genre