Deathbound review: Two’s company, three’s a crowd, four is an identity crisis

Deathbound review: Two's company, three's a crowd, four is an identity crisis

As a seasoned gamer who’s spent countless hours immersed in the intricate worlds of Soulslike games, I can confidently say that Deathbound is a unique addition to the genre, albeit with some room for improvement. The morphing mechanic is nothing short of ingenious, allowing for a dynamic blend of combat styles that keeps gameplay fresh and engaging.


These days, there’s no shortage of games in the Soulslike genre, and while each offers its unique spin on the formula, it’s not often that one truly shines amidst the crowd. In the instance of Deathbound, it boasts some intriguing mechanics that are genuinely fun to employ, but regrettably, they’re marred by awkward combat and rigid tempo.

Life, death, and morphing

Deathbound review: Two's company, three's a crowd, four is an identity crisis

In Deathbound, the narrative revolves around a classic theme where deities engage in games at the expense of mortals. The Goddess Life tricked the Goddess of Death and brought forth the first humans, an immortal race. Over an endless span of time, these beings developed technology so advanced that it mirrored Arthur C. Clarke’s idea that such technology is indistinguishable from magic. Eventually, they chose to forfeit their immortality and vanish from existence.

Fast-forward to present times. A society has sprung up amidst the remnants of the First Men’s technology, striving for eternal life. In this context, you are part of the Church of Death, a group who reveres the Goddess Death and believe that immortality is a transgression against nature (a play on words).

You’re nearly there when you’ll experience the game’s most appealing feature: transformation. The character you control, named Therone, is an ardent fanatic determined to bring death to unbelievers. Upon finding a deceased body, the spirit of the person inhabits Therone’s body, causing them to share a single form. This development displeases Therone greatly, especially since the dead individual was a follower of another goddess!

Although Therone appears unhappy, I find myself delighted since it means I’ll get to witness these two characters engaging in heated debates about their beliefs while navigating the complexities of this post-apocalyptic, sci-fi medieval-like environment. Moreover, it’s exciting because I’m now going to undergo some changes.

Dance with death

Deathbound review: Two's company, three's a crowd, four is an identity crisis

Deathbound distinguishes itself from other Soulslike games through its unique feature called Morphing. By clicking a button, you can transform into any character you’ve assimilated and assigned to the D-pad. Initially, this morphing capability was just for changing between Therone and Anna, but it grew into a diverse team of fighters, each with their own combat style.

In the role of death cultist Therone, I’ll execute two powerful attacks. Then, I’ll transform into Anna, swiftly spinning and slicing with her daggers as she strikes. Following that, Iulia takes over, delivering a series of spear thrusts. To conclude, I morph into Tehkri, unleashing a poisonous blast that brings down any fearsome creature I’m battling.

While the transformation isn’t always seamless and swift. At times, I would attempt to change forms, but the animation would take more time than anticipated, causing me to fall to the ground and leave me susceptible to enemy attacks. The control system sometimes feels cumbersome, creating a disconnect between the combat, movement, and shifting abilities.

As someone who has spent countless hours immersed in the rich and intricate worlds of video games, I find myself particularly drawn to titles that offer depth, complexity, and strategic gameplay. The game you’ve described sounds like it would fit perfectly into my gaming rotation, given its emphasis on character interaction, item upgrades, and tactical positioning.

Me, myself, and the other guys

Deathbound review: Two's company, three's a crowd, four is an identity crisis

In Deathbound, the transition between various characters recalls Mortal Shell, but it departs from the gloomy gothic environment and instead offers a blend of technopunk and medieval motifs. Each character stands out visually against the advanced technology that surrounds them, resulting in an intriguing mix of styles that is both peculiar and captivating.

Although the game offers engaging visuals, the levels tend to follow a straight path with only limited opportunities for shortcuts. While these shortcuts are present, they don’t quite reach the level of intricate design found in FromSoftware games. However, their inclusion does enhance the overall experience. Unfortunately, the game feels somewhat dull, which is exacerbated by awkward controls, slow item pick-up and self-healing animations that cause your character to stand still, and a sluggish movement speed for characters and interactions with objects. Frequently, I found myself struggling to achieve precise positions for door opening prompts, hitting the button only to be knocked out of the animation midway, forcing me to readjust my position again.

Any last words?

Deathbound review: Two's company, three's a crowd, four is an identity crisis

In much the same way as other Soulslike games that preceded it, Deathbound introduces some intriguing concepts. These ideas are enjoyable to experiment with, yet many aspects surrounding them feel slow and uninspiring. It’s commendable that developers are attempting to enter the ranks of this genre, but after playing Deathbound, I don’t find myself eagerly anticipating another playthrough.

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2024-08-07 16:27