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Code Vein II - Review

A dull sequel

André Ramos

2/4/26, 10:15 PM

Atualizado a

An ambitious story… but maybe poorly told?

Code Vein is back. When the original released in 2019, no one was really expecting a sequel… yet here we are. And I can safely say that, at the very least, no one was expecting this kind of sequel. Fair warning: this is going to be a slightly longer review than what I usually write. I went into this game with no expectations — honestly, buying it and reviewing it was an impulsive decision.


I want to get this out of the way early: I’m going to be somewhat at odds with many of the points a lot of players around the world have been defending. That doesn’t mean I’m about to claim Code Vein II is a masterpiece — far from it. But in my opinion, Code Vein II is not superior to its predecessor. Yes, they tried to improve certain aspects, but I think they ended up doing the exact opposite. I’ll expand on that later.


Before that, I want to highlight the more positive points, because the rest of this review is mostly neutral or negative.


The soundtrack (outside of boss fights) is extremely good. The menu music, when I booted up the game for the first time, gave me strong FromSoftware vibes mixed with Expedition 33. Top notch.


The character creator is excellent and very detailed — a clear improvement over the first game. The amount of customization options is ridiculous. I’ve already seen the more creative side of the internet recreating anime and video game characters with an impressive level of detail.


The level of visual fidelity is also very solid for the art style Code Vein II goes for.


The premise is similar to the first game: we wake up in a post-apocalyptic world undergoing a catastrophe, and it’s up to us to set out on a journey to try and save it. Along the way, we’re accompanied by our main partner, Lou MagMell, a revenant (the “vampires” of the Code Vein universe) who saved us — a human — by giving us half of her heart. As a result, we become something never seen before: a hybrid between human and revenant.
To save the world, we must break the seals of five heroes from the past… and defeat them. Heroes who sacrificed themselves in a ritual known as the
Sealing to prolong the world’s existence.


But I’ll be honest: this is what I took away from the story. Because despite the dozens of expository cutscenes, it feels like the characters speak as if everything that’s happening should already be obvious. Technical terms, events, concepts — everything is dumped on the player as if they already know it. In the process, part of the essence of what’s being told gets lost.


To break the seals of those heroes, we must travel 100 years into the past and help them at crucial moments. We do this through Lou’s unique power.
By resolving conflicts in the past, we’re given the choice to alter events and, consequently, the present. But this introduces a classic problem with time-travel narratives: is there only one timeline, or are we creating alternate realities?
If there’s only one, then the events of the present would never have happened, and there would be no reason to go back in time in the first place. If there are multiple realities, then we’re returning to a different present than our own, with unpredictable side effects. This kind of narrative requires a lot of care… and here, I felt it wasn’t handled very well. Characters in the present tell us not to change the past, but then we do it and they say that “
actually, it’s fine, because if you believe you did the right thing, that’s enough,” after repeatedly telling us, in a very strict tone, not to alter events. *insert confused math lady meme here*


The feeling I got is that this whole trip to the past exists largely as a response to criticism of the first game — a lot of people thought the post-apocalyptic world was boring and wanted to see the world “at its peak.” But honestly, that was never a problem for me. That was the story they were telling. In Dark Souls, no one complains about the world being post–fall of humanity. It’s the same idea — just executed much better there.

Mesmo gameplay, alguns ajustes… mas ajustes fracos

Code Vein II follows the foundation of the first game: it’s a soulslike with action JRPG mechanics. We can equip multiple weapon types, each with its own moveset, and the skill system returns.
Skills consume Ichor (the game’s “mana”), and to regenerate it we need to use our Jails (a special revenant weapon? Honestly, I’m not entirely sure how to explain them — they basically function as skills) and perform drain attacks.
There are also Formas, which are essentially secondary weapons with specific uses. Two examples are a bow for ranged attacks and an axe that applies slow. The axe was, by far, the most useful one for me — I really enjoyed using it.


There are also shields with different abilities — I mostly used the one that allows you to parry. But honestly, I swear I almost never managed to land one. And when I did, it felt like a miracle.
The parry window simply makes no sense. The game description says the correct timing is when the attack is just about to hit. In practice, that’s not how it works. There were times when I got a parry while the enemy was still starting the attack animation, others when it worked almost a full second before impact… but never when I was absolutely sure the hit was at the exact moment it should connect.
It leaves you with the feeling that the system isn’t consistent, and in a game like this, that’s a fast track to frustration.


The NPC partner system also returns. We can play with an active partner or go solo with passive buffs. Our survivability is split between our HP and the partner’s HP (LP). When playing solo, once LP runs out, we lose the buffs. If we die, the partner sacrifices themselves and restores our HP.
The problem with this revive system? It’s extremely easy to abuse. You can just run around until the partner comes back, and you basically have “infinite” lives.


But there’s something much worse: massive inconsistencies with iframes (invulnerability frames) and the time it takes to regain control of the character. It happened multiple times that I revived and took immediate damage without being able to react. The same goes for knockdowns: I’d still be on the ground, with no control, already taking another hit. It was very easy to get stuck in a damage loop until death.


Combat, for me, is a downgrade. In the first game, even though it was simpler, it felt more fluid. Here it always felt stiff and clunky.
Regular enemies are trivialized by backstabs. Bosses are hit or miss: either way too easy, or extremely difficult — often because their animations are hard to read or because they never stop attacking. And the constant frame drops don’t help at all.


The open world initially excited me. The first area struck the right balance. But the second one killed that enthusiasm. The map is confusing, feels poorly structured, and exploration isn’t rewarding: items are bland and the world feels empty, with a few dungeons whose design doesn’t encourage exploration.
They give us a bike to traverse the world… but the handling feels off, and the terrain is filled with obstacles.


Quest markers on the map also make no sense. When hovering over them, there’s no information about which quest they belong to. There’s no compass to help with navigation.
I reached a quest in the third area where the marker was simply in the middle of the map. After almost thirty minutes of being lost, I had to look it up online — only to find out I needed to take an elevator at the main hub of the area (which was on the opposite side of the marker) and then cross the map through an underground section.
The “best” part? That was actually described in the quest log. The problem is that the game never teaches you that important navigation information is hidden in quest descriptions. As a result, I spent the rest of the playthrough constantly opening the log to check if there was some crucial detail buried there.
This could have been easily solved with intermediate markers. In the case I mentioned, a simple marker on the elevator to indicate it needed to be used, followed by another one in the underground area, would have been enough. Simple.


The campaign? It didn’t do anything for me. The game wants you to care about the world, but you spend a huge amount of time watching backstories of uninteresting NPCs. Factions and characters trust you within five minutes and treat you like a hero. It doesn’t work.


The main boss designs are very good — which is a shame, because the fights themselves are dragged down by combat and performance issues.


And speaking of which…

Disastrous optimization

As expected, this topic had to come up, so I’ll keep it blunt — I don’t want to drag this out any more than I already have.


The game is horrendously optimized. There’s going to be a lot of talk about “UE5 slop” and, honestly, it’s hard to defend it here. There are games that use Unreal Engine 5 well — this is not one of them.
There isn’t even an official
FSR3 frame generation option, despite it clearly existing in the game’s code. I had to go on NexusMods, download tweaks, and manually enable it through the .ini file.
The worst part? Riding the bike. The frame drops are absurd, and the bike isn't even fast enough to justify streaming issues.


If you try walking through shallow lakes, streams, or any area with water, the water physics tank performance. I genuinely can’t understand how this game shipped in this state.


So, is Code Vein II a terrible game? No. Is it excellent? Also no. Is it fun? Most of the time, yes — if you ignore the story and focus on the combat… when it isn’t being sabotaged by optimization issues.
Overall, though, personally, I don’t see it as an upgrade over the original. It
might be worth it for people who never played the first game. Because, once again, for me, the original is simply better.

Of course, everyone will form their own judgment. I’m just sharing my opinion — some might find it relevant… or completely disagree.

Prós:

  • Extremely detailed character creator, clearly better than the one in the first game
  • Very good soundtrack with a strong sense of identity
  • Good variety of weapons and skills, offering some combat diversity
  • Some Formas are useful and fun to use
  • Solid visual design within the game’s chosen art style
  • Some bosses have interesting concepts and strong base designs


Contras:

  • Combat is less fluid than in the original, often feeling stiff and clunky
  • Inconsistent parry system and unreliable iframes
  • Abusable and poorly balanced revival system
  • Confusing, empty open world with little incentive to explore
  • Poorly explained and poorly signposted navigation and quest system
  • Weak optimization, with constant frame drops, stutters, and technical issues

GAMEPLAY

7

FUN

7

OPTIMIZATION

5

6.5

Fair

Code Vein II isn’t a disaster, but it’s also not the sequel many were hoping for. It has good ideas, great customization, and moments of fun combat, but it’s held back by an uninteresting story, an uninspired open world, and technical issues that constantly drag the experience down.
It doesn’t surpass the original — and for a sequel, that says a lot. It’s an “
okay” game: entertaining enough, but unlikely to leave a lasting impression.

andre (49)_edited.jpg

Hi! I'm André and I'm the founder of GAMR. In my spare time, I do gaming streams on Twitch and also stream industry events whenever possible.

 

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