Visually, the game will definitely look familiar for those who have poured hours into similar titles, but it still manages to look pretty good. Furthermore, the screen for reviewing and equipping gear is actually surprisingly confusing and a bit of a pain to navigate. While each weapon has its own utility and is generally fun to use, a little greater variety or more abilities would have definitely been a welcome addition. There are only ten types of weapons in the game and the various iterations of each type play pretty much the same and feature the same abilities aside from a few extra perks and different stats. Unfortunately, getting new weapons isn’t quite as exciting as it should be. This comes in the form of new spells, stat and passive ability boosting cards, and new weapons. Of course, the biggest reasons to slaughter bad guys, hunt down secrets, and complete extra objectives is the loot you gather as a reward. By no means does this redefine the genre or distinctly raise Victor Vran above all its peers, but it certainly makes the overall experience more unique and enjoyable. There’s even a wall jump ability which feels like a rather odd feature in this type of game, but it both expands traversal and gives you another factor to consider when hunting down each level’s many secrets. These additional moves help with both combat and exploration as it rewards faster reflexes and opens up exploration a little more. Where Victor Vran differs from some of its contemporaries is its focus on the hero’s greater mobility as he has the ability to jump and roll away from threats. Abilities are limited by cool-down periods which are generally pretty short and continue to count down even when you switch to the other weapon, so combat generally moves at a fast and enjoyable pace. You earn the ability to equip two weapons at a time very early on, so much of the flow and strategy in combat comes from your choice of weapons as well as when you choose to switch between them. Your means of attack are a little different from similar games, however, as special moves are derived from the types of weapons you have equipped as well as a single spell slot. Players progress through relatively open areas filled with enemies just waiting to be crushed as well as hidden treasures to reward those willing to explore. Life many of its genre-mates, Victor Vran plays from an overhead, isometric angle that is fully rotatable on the player’s whim, thus alleviating any concerns about objects obstructing your view. The real focus is firmly on the gameplay. At the end of the day, the plot isn’t meant to be the driving force of the game, but it never gets in the way and is often good for a few laughs now and again. Vran himself remains a self-serious, gruff-voiced anti-hero throughout, but much of the supporting cast is largely playing to over-the-top stereotypes common in Victorian horror stories. The ensuing plot is decent enough as it rides the line between Gothic horror and self-aware campiness. A message from an old friend and fellow hunter leads him to Zagoravia, a kingdom hopelessly overrun by demonic forces that Vran ultimately decides to lend his strength to. Victor Vran casts players in the role of the titular hero, a monster hunter living in a world desperately in need of his services. The game definitely fits into this classic genre, but it manages to be more than just a smaller, cheaper knock-off of the Diablo franchise. Some of those gamers are probably looking for a more immediate title to satiate their lust for hack and slash, loot gathering action and that’s where Victor Vran: Overkill Edition comes in. Come November, Switch owners looking for an action RPG will have an impressive option in the form of the now legendary Diablo III, but that requires waiting.
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