
In the face of certain death, we rise. Team up and embark on a journey to the ends of hell to unlock your past and escape your living nightmare in CODE VEIN.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 135 reviews with recorded playtime.
Reviews
Themes across 135 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
i love louis omg louis amamiya your perfect i love u
muy buen juego , con buena historia , peleas muy exigentes y un creador de personaje muy amplio
Потраченного времени и денег ЖАЛЬ!!! Вся игра это унылые лабиринты из кишкообразных коридоров. Апогеем уныния стала лока Храм святой крови, на этом убогом подобии Анор Лондо игру и бросил.
I don't normally play these games but my son got it for me. He helps me in multiplayer mode which is so easy to do compared to other games. This game is not easy but it isn't to hard that it fells impossible to beat. It is addictive as I want to get 100 percent and level up with nice gear. The storyline is really nice and keeps you wanting to know more. I would 100 percent recommend this game even to beginners like me who have played Stardew to many times. LOL!!
This is a weird one. I played this game quite a bit a few years ago on ps5, and I'm shocked how much has stuck with me over the years. Not only do I remember bits from the story, I have vivid memories of the gameplay. That's very odd for a game to leave such a mark and I don't even care for it that much. The best way I can describe this game is "creative action rpg from japan with elements ripped off of dark souls." It gives this weird "vibe" of it being a 3D action remake of a ps1 turn-based jrpg, except it has the gameplay feel of an early-release ps2 title. From what I gather, the only games the development team worked on prior to code vein was "god eater" on the ps vita and then the "god eater" 1 and 2 remakes on the ps4. I suppose this feels "fresh" because (like a lot of the classics) it was made by people who weren't even in the industry 5 years before this started development. Hard to be set in one's ways game-design wise if you don't have much experience to rest on. This game could have come out in 2002 and it wouldn't be out of place at all. The story and aesthetic would not have been out of place in 1997. I guess that's why it stuck with me when other games I Truly enjoy haven't. I would have eaten this game up when I was younger. The real problem about the game, and why I considered giving it a negative review is this: dark souls mechanics do not work period, and they are not acceptable outside of the series that made them famous. dark souls is a publicly-admitted attempt by its director hidetaka miyazaki to force the player into a foreign, oppressive, indifferent world without any information and with purposely-terrible controls, so they know how daily life in the Real World is to a nihilistic, depressed, "neuroatypical" person like himself. Basically, he has severe issues and wants to make you suffer alongside him. Those mechanics in any other context are not some "artist's representation of mental illness through an interactive medium" or "nutcase ideates suicide, solipsism, and deicide through video games," it's just bad game design. When you run face-first into the few "dark souls-isms" this game has, you feel a whole lot of "why am I playing this crap?" It's so artificial outside of the original context, and you could make this game play like a "tales of" or platinum games experience without losing anything but frustration. I REALLY wish the developers weren't so desperate to follow the "souls-like" trend of the late 2010's, but that's what made money so I assume it's why an otherwise middlemarket throwback got greenlit by such a greedy publisher as bandai-namco in the first place. If only dark souls never came out. One can dream. Anyways. the most egregious issues the game has are: 1) you get stunlocked like mad, as this game has no meaningful "poise" system. 2) a large portion of the runtime is Easter Egg hunting each map for critical items just laying on the floor. A poise system is something the first two "dark souls" did have that this does not, which means that this actually feels a clunkier to play in some situations than dark souls does. Mercifully, input reading, roll catching, offscreening, ambushes and the like are at a minimum here, so it isn't too bad. The enemies feel like they belong in a generic action rpg on the ps2, but your moveset feels like it belongs in a "souls" game, so you get swarmed by enemies quite often and they all can hit you faster than you can hit them. Stunlocking is so bad here that you can lose control of your character for 10+ seconds on common enemy packs near the end of the game, and you can even be stunned out of special moves. There are moves where you jump into the air to do anime bs, and if an enemy so much as breathes on you, you teleport back to the floor and are stuck in a hitstun animation (of which enemies can chain these on you without any cooldown period). Not fun. At least "souls" games don't usually swarm you every chance they get, unlike here. There are even moments where you get "invaded" by waves of multiple dozen enemies, and the control scheme here just cannot handle it. This game has maze-like levels with a lot of backtracking like most japanese games do, and hides items in dead-ends around the map. Except unlike jrpgs going back to dragon quest on the nes, the items in those dead ends are necessary for game progression. In other words you HAVE to pixel hunt maps here, which is a lot less fun than when it just hides powerful progression items that you would like but don't have to have. The mazes also get utterly ridiculous the farther you go, which feels spiteful against the player and not enjoyable. Story is a bit of a problem, nothing is explained well, and moments never feel "earned." Everything is melodramatic, ridiculous, and frankly stupid. There's a lot of this game that will impact your enjoyment narrative-wise if you don't just skip over it, which you will not know what they are until its over. The "true ending" last boss is blasphemous for no reason whatsoever and doesn't even make sense within even the game's own lore. The aesthetics for outfits and general premise of the game is interesting but never executed well. Lot of "fan service" all over this game which really takes away from the experience too. Also there are some theater-kid showtunes singalongs here too, which is baffling. The whole thing is a mess, but the few moments where everything "just works," you can tell that this game could have been quite decent if it was made 26 years ago instead of 6 years ago. Maybe you can't or shouldn't look past the bad parts of this game like I did twice now, but there's just something about this that makes me happy it was made at all.
Hmm..... ok, ok. I'll give this a [b]POSITIVE[/b]. But... BUT.... [b]BUUUUUUUUUT!!![/b] The cathedral is one of THE single worst designed maps in gaming. Blighttown seems bad, but it's actually cleverly designed. 4-2 (Demon's Souls) is pretty bad, but at least you can more or less sprint through the main path without confusing turns and branching paths. Water temple (OoT) is bad, but comparatively manageable. The cathedral is essentially Anor Londo, but where every-f**kin-corner and drop loops into a different path, that branches into 3 more paths, that further has 2 more drops and a ladder at the end of it. It's awful. Legitimately awful design. It's just a confusing mess of drops, t-sections and ladders that make no sense at all. There's a "quick cathedral guide" on Youtube, and it's the quickest I've managed to find; it's [b]17[/b] minutes long. In comparison, Anor Londo's "quick guide" is 5:50. This one area is why I dropped the game several years ago, and why I'm now picking it back up again, but going through this god-awful area using a guide. That aside, it's ok. Even fun-ish? I wish there were more weapon type options, but even in the same weapon class movesets can differ, so it keeps it interesting enough. Magic is a viable option, too, as is ranged. Decent enough game; phenomenal customization. Do NOT pay full price though. It's not worth $70-80 (not even close). Wait for a hefty 60~90% off. EDIT: already got bored of it after playing for like 6 hours. It's an easy game to get bored of. Enemies, locations, all seem kinda samey after a while.
Didn't realise how bad this was until I played any other Souls game. Unles you have played every Dark Souls, Elden Ring, Lies of P and Sekiro don't even consider the game for your own self worth
нормисы не осилят храм святой крови
There is no co-op here. Only posibility to ask other play to help clear dungeon and if other played die - game will kick him out.
启动慢,手柄舒服很多
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Languages: French, English*, Italian, German, Spanish - Spain, Japanese*, Korean, Portuguese - Brazil, Russian, Spanish - Latin America, Traditional Chinese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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