The First Berserker: Khazan box art

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The First Berserker: Khazan

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The First Berserker: Khazan

Mar 27, 2025

Main game

3.96 average rating based on 47 ratings

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The First Berserker: Khazan is a hardcore action role-playing game. The player will become Khazan, the great general of the Pelos empire, whom overcame death, and sets out to reveal the incidents that led to his downfall and seek vengeance on his enemies.
Release Dates
Mar 24, 2025 Advanced Access (Worldwide)
PC (Microsoft Windows), PlayStation 5, Xbox Series X|S
Mar 27, 2025 Full Release (Worldwide)
PC (Microsoft Windows), PlayStation 5, Xbox Series X|S
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User Stats
228
In Collection
125
Wish Listed
13
Playing
69
Backlogged
How Long Is The First Berserker: Khazan?
Main story: 21.0 hours
Main + extras: 34.0 hours
100% completion: 60.0 hours
Total completions: 4
Related Content
haff
haff gave Apr 8, 2025
haff gave Apr 8, 2025
Souls-less

Khazan is a game.

It's certainly not a souls-like and makes basically no effort to be despite its marketing (lacking the iconic elements such as an interconnected world, rich but passive lore delivery, emphasis on exploration and RPG build and character options, obscure quest design, memorable and iconic music and locations, etc.).

I think it could be best described as a puerile version of Nioh; it speeds up (at times) and dumbs down the combat by expanding boss movesets but removing the players, and emulates the otherwise unimaginative level designs, kodomas and loot systems of Nioh without the historically grounded narrative of the Nioh titles, with the dreadful addition of inescapable, constant colored volumetric haze and a film grain like effect on all of its de-saturated environments.

It's also not DMC or Ninja Gaiden. It has the flash, but not the pacing, combos, depth or player expression, of true action game titles. One of the truly shocking revelations about this game's boss designs is how much down-time there is in its otherwise great fights. The fights are long, and feel long, because the devs gave the player some really overpowered tools, defensive options and mobility, so the difficulty comes from …

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Khazan is a game.

It's certainly not a souls-like and makes basically no effort to be despite its marketing (lacking the iconic elements such as an interconnected world, rich but passive lore delivery, emphasis on exploration and RPG build and character options, obscure quest design, memorable and iconic music and locations, etc.).

I think it could be best described as a puerile version of Nioh; it speeds up (at times) and dumbs down the combat by expanding boss movesets but removing the players, and emulates the otherwise unimaginative level designs, kodomas and loot systems of Nioh without the historically grounded narrative of the Nioh titles, with the dreadful addition of inescapable, constant colored volumetric haze and a film grain like effect on all of its de-saturated environments.

It's also not DMC or Ninja Gaiden. It has the flash, but not the pacing, combos, depth or player expression, of true action game titles. One of the truly shocking revelations about this game's boss designs is how much down-time there is in its otherwise great fights. The fights are long, and feel long, because the devs gave the player some really overpowered tools, defensive options and mobility, so the difficulty comes from endurance most of the time.

  • As a side note, this could have been improved easily. Having chip damage through block, tightening the incredibly charitable parry window and reducing the dodge distance and i frames, along with combining reflection and counter and putting a heavy spirit cost (2 or 3) on reflection, would have made the bosses harder, requiring more precise mechanical execution, without the need for tediously long marathon fights where you are constantly chasing them around.

To continue, bosses have a ton of health but do little damage. Bosses dash, teleport or float away after combos, or have a massive, delayed AOE to discourage immediate counter-attacks. Fights last much longer than most souls games and part of that is because the game is designed to stall out fights from a design level. It's very noticeable due the generally faster speed of combat in the game. I just don't gel with this philosophy; I'd much rather many attempts at a more lethal, unforgiving boss than the bizarre endurance challenges that remind of an MMO raid I often encountered in this game.

Almost all of it's boss encounters really lean on a you-go-I-go design that feels really out-dated given the tremendous mobility tools and flashy animations in the game. Basically every boss has a common combo that, if you perfect parry the last attack, breaks their stance temporarily so you can unload a bunch of burst damage. This, along with the extreme devaluation of basic attacks and charge attacks, which are replaced entirely with one of two flashier combo skills almost immediately, means its almost never worth it to try and steal some damage by poking in between enemy combos. Just sit on your stamina so you can spam your damage combo during the frequent poise break chainstuns. Very reactive gameplay which worked for a game like lies of P (with its harsh stamina management, need for weapon repair, chip damage though blocking, slower movements and longer attack commits) but feels bizarrely frustrating with Khazan which appears to play faster and flashier. What's the point of zooming around with flashy attacks if you have to constantly sit around waiting for the bosses to float back into range, or stop guarding, begin their next combo, or whatever. Those precious seconds of reprieve you need to drink a mana flask, or resummon, or recast buffs, repair your weapon, etc. make sense in slower paced souls games but here it just frustratingly boring.

This game is also desperately missing the spacing and relative positioning of Nioh, but that's an entire separate discussion that effects any game with a dedicated parry playstyle. The dodge roll will always end up feeling like just a different form of parry, which happens in this game as well with bosses sliding and teleporting to always be a threat with their attacks. Where you dodge doesn't tend to matter, only when, due the tracking necessary to legitimize and force parrying.

I don't think much needs to be said about how unimpressive the story, music, world-building, level design, etc. of the game; basically all aspects of the game except great boss design range from sub-par to genuinely bad, something that is easier to excuse for indie devs and smaller projects but harder to overlook given the publisher of Khazan and apparent budget. The voice acting seems pretty good, but pairing quality voice acting with boring and unremarkable characters tends to sour both. The game also feels a bit unfinished; the repeated bosses, the inclusion of weapon scaling that doesn't matter and the copy/pasted demon-souls-hub base that has many bizarrely empty sections all speak to this.

I think a true TLDR is that this game has good bosses, and little else. I would argue it truly showcases to the souls-community that challenging bosses are not the most important element of souls-like games. Devoid of narrative meaning and creativity, and missing the beautiful arenas, art design and score we've been spoiled with by other developers, complicated bosses with diverse movesets but no proverbial soul just don't fulfill the same experience.

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ElizabethTheWicked
ElizabethTheWicked gave Aug 9, 2025
ElizabethTheWicked gave Aug 9, 2025
It's another one

In the over bloated market of souls likes, this is. One of them. That's about it. The combat is kind of fun and on the highest difficulty, challenging in a fair way. The boss fights are pretty good if you can suffer through everything else go get there. The story and dialogue aren't the worst I've ever seen in a game, but they are a strong contender for that title. The art style is unique and well crafted, but the world is uninspired and it's ultimately not a joy to navigate it. One strong element might have saved this game but in the end, it's just a collection of weak ones.

Kronicle
Kronicle gave Sep 3, 2025
Kronicle gave Sep 3, 2025
Khazan (From the hit game "The First Berseker: Khazan")

Ya I guess you could say that I'm truly "The First Gamer: Kronicle"

ktynnlol
ktynnlol updated their status May 1, 2025
ktynnlol updated their status May 1, 2025

So, I managed to defeat Viper. Kind of love this game, but I'm going to dive into BG3 now. There's something about Khazan that makes it hard for me to come back to it.

ktynnlol
ktynnlol updated their status Apr 24, 2025
ktynnlol updated their status Apr 24, 2025

A surprisingly fun game with deep combat, though the environments feel a bit monotonous. I'm currently "stuck" on a tough lizard boss, so taking a break to explore other games for now.

Bluespade
Bluespade updated their status Mar 28, 2025
Bluespade updated their status Mar 28, 2025

Spent about 5 hours playing thru the demo today. I was really not expecting anything from this game, and the tutorial zone (which is pretty long) did nothing to win me over. But after that, things improved rapidly, as the game started to reveal it's true nature and I got more accustomed to how it's actually meant to be played. Playing a new Soulslike is always hard because I have to unlearn everything Fromsoft has taught me and figure out what this alternative is trying to do. I was expecting more of an Elden Ring but this game is more like a slower, weightier Sekiro. With so many mechanics gated behind a skill tree that doesn't unlock until after the first area, it felt very stiff at first. But things really start looking up in the 2nd zone. I think this is actually more of an action game built on top of a very old school Soulslike framework, and later game will probably feel more like a character action game. Getting away from the pathetically short ranged starting weapon and unlocking a spear also made a huge improvement. Side note: how come every other Soulslike I have ever played has …

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Spent about 5 hours playing thru the demo today. I was really not expecting anything from this game, and the tutorial zone (which is pretty long) did nothing to win me over. But after that, things improved rapidly, as the game started to reveal it's true nature and I got more accustomed to how it's actually meant to be played. Playing a new Soulslike is always hard because I have to unlearn everything Fromsoft has taught me and figure out what this alternative is trying to do. I was expecting more of an Elden Ring but this game is more like a slower, weightier Sekiro. With so many mechanics gated behind a skill tree that doesn't unlock until after the first area, it felt very stiff at first. But things really start looking up in the 2nd zone. I think this is actually more of an action game built on top of a very old school Soulslike framework, and later game will probably feel more like a character action game. Getting away from the pathetically short ranged starting weapon and unlocking a spear also made a huge improvement. Side note: how come every other Soulslike I have ever played has better spears than Fromsoft? The demo culminated in a legitimately awesome boss fight that truly forced me to learn this games mechanics, and as such, I'm pretty well sold on it. Only one problem. I've bought too.many games lately and I simply can't justify getting another one right now, lol. On the wishlist it goes, and I can only hope for a sale.

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haff
haff updated their status Mar 23, 2025
haff updated their status Mar 23, 2025

This otherwise promising game has some bewildering design decisions that reflect something more than just organizational incompetence on behalf of the developer and publisher, and are indicative of a long-time issue with the souls-like genre as a whole; the die-hard souls-like community are some of the dumbest, least self-aware consumers in the videogame space and yet companies still try to design their games poorly to accommodate this communities terrible philosophies.

I know its a competitive race to the bottom when it comes to bad fanbases in video games, and there are far more insidious communities, but boy does the souls-like communities most enthusiastic members consistently embarrass themselves (with developers then amplifying this idiocy by accommodating them for.. reasons?).

  • This completely single player game (no coop, no temporary PvP multiplayer, no online elements of any kind) does not have a pause button. There is no explanation for this at all.

  • This game does not have button remapping, with 2 deeply flawed default control options. They have a dedicated face button solely for critical hit/ripostes, something the industry solved 15 years ago, an impossibly unnecessary and bad design.

  • The difficulty mode options are locked behind a boss at the end of the …

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This otherwise promising game has some bewildering design decisions that reflect something more than just organizational incompetence on behalf of the developer and publisher, and are indicative of a long-time issue with the souls-like genre as a whole; the die-hard souls-like community are some of the dumbest, least self-aware consumers in the videogame space and yet companies still try to design their games poorly to accommodate this communities terrible philosophies.

I know its a competitive race to the bottom when it comes to bad fanbases in video games, and there are far more insidious communities, but boy does the souls-like communities most enthusiastic members consistently embarrass themselves (with developers then amplifying this idiocy by accommodating them for.. reasons?).

  • This completely single player game (no coop, no temporary PvP multiplayer, no online elements of any kind) does not have a pause button. There is no explanation for this at all.

  • This game does not have button remapping, with 2 deeply flawed default control options. They have a dedicated face button solely for critical hit/ripostes, something the industry solved 15 years ago, an impossibly unnecessary and bad design.

  • The difficulty mode options are locked behind a boss at the end of the first level of the demo that anyone who needs the easier difficulty will not be able to beat. The devs apparently know how braindead this is as they are allegedly changing this option in the final version, but anyone who was vaguely interested in the game and not a sweat has already been turned away. They presented this terrible demo design decision under the pretense of wanting to force people to experience the developers intended vision first e.g. the same dumb arguments loser souls elitists have been parroting forever to defend poorly designed accessibility in the past, just to make sure you knew this was a deliberately bad developer choice.

There are a lot of people in the souls-like community who derive some element of their identity via gatekeeping others from the genre. They derived enjoyment from overcoming a souls-like challenge, and they unironically believe their achievement is less valuable if other people also enjoy that similar experience. You will see the same tired arguments over and over.

  • "Not every game has to be made for everyone"
  • "The developers intended artistic experience should be respected, even if it means that experience is inaccessible to a lot of people"
  • "This lazy or time-wasting design is actually brilliant friction, which is an essential part of the experience"

Every, and I mean every, enthusiast of the genre knows that every souls game has levers the player can OPT INTO to make the experience more difficult, and potentially more fun or satisfying. You can choose not to level up at all, you can choose a deliberately unoptimized class and build, you can play without companions, you can choose not to parry against Gwyn, you can play no kuro charm, demon bell, no leveling, no tools, no hit. You can play no palico, no AI companions or coop, no armor and keep getting one shot by rathalos fireballs. You can spend 10 hours on RL1, no scadu fragment Messmer. Its literally the players choice to opt into a harder version of the game, A PLAYSTYLE OF THE GAME THE DEVELOPER DID NOT INTEND OR DESIGN FOR.

What players cannot do, and are completely reliant on developers for, is provide accessibility options so the baseline experience is available to as many players as possible. This does not change the intended experience at all. Better companies, who make harder games, like team ninja, have included story and god-modes so that literally anyone can playthrough and beat Ninja Gaiden or rise of the ronin. I guarantee, with 1000% confidence, that path of the ninja in ninja gaiden is exponentially harder than khazan. Beating ninja gaiden 2 on path of the ninja isn't somehow easier or less satisfying because someone with arthritic fingers and a love for ryu hayabusa also got to beat the game on a god-mode difficulty where they can't die.

The people in the Khazan communities out there celebrating no pause and lamenting that they added an 'easy mode' (which still isn't easy enough) as if this is the developers caving and ruining the game, you are the reason why the souls-like genre, one of the best in gaming, is filled with garbage copy cat games that rarely breakthrough to the mainstream or innovate.

Khazan isn't some brutal hardcore challenge that is a return to the core identity of the souls genre. It has a tremendous number of features to baby the player that are completely foreign to the OG design philosophies of the genre; the parry window is hilariously long and overly-charitable, the dodge i-frame and distance are equally overtuned, the default stamina regen is incredibly fast and the game has a number of quality of life features that radically reduce friction (you get exp on failed boss attempts, your exp and currency are decoupled- the most sacred design philosophy of souslikes btw, your skills progression is independent of your EXP, cannot be lost and can be reset at any time, etc).

Its funny how this game gets rid of boss runs, a defining trait of the genre that the souls community adamantly defended to the death as a necessary piece of friction in line with the developers artistic vision, with hardly a whimper, yet accessibility options would somehow be an unforgivable deviation from the core ethos of the genre.

But yea.. congrats.. even though there are a bunch of features to baby players that the same community would have mocked years ago, you can still claim its hardcore and only for true soulslike fans because you can't pause, the controls are jank and a lot of people who'd like to buy and play it won't because the baseline is too difficult. Hooray.

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Maiden_in_Black
Maiden_in_Black updated their status Mar 8, 2025
Maiden_in_Black updated their status Mar 8, 2025

Just got done playing the demo, and definitely excited about the full release. Though there's definitively some disappointments about it too, like the lack of the ability to jump or the mapping, which while not awful, is also relatively forgettable for the most part.

Hopefully at least the latter will change with the full release.