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6/24/2025, 2:23:51 AM
https://gamingtrend.com/previews/code-vein-ii-sgf-preview-the-revenants-return/
New info
• Light and Heavy attacks can now be chained together in different ways for different results (it is compared to a similar system in the Monster Hunter games).
• Seems like earlier info about Bloodcodes being only changeable at checkpoints was wrong, because this article implies them being still hot swappable, even during combat.
• New additional parry system called Veil Breaks (appears to be different from the normal parry system).
• Seems like each Bloodcode has a special ultimate skill now (and they sound a lot like communals to me).
• Companions now have several levels of bonding, it sounds like a mixture between Scarlet Nexus and even some of the older Bioware RPG's in how each companion will have a story arc, dialogue choices differing on your bond/relationship with characters, choices can make allies become more (passive buffs, revives etc) or less effective in combat, leave you or maybe even become a lategame boss!
• Open world is confirmed here that is semi interconnected.
• We get new ways to move around in wall-running and dashing mid-air.
• Weapons get different upgrade paths at launch (unsure if they meant this as a weapon skilltree or if they mean fashion/looks related).
New info
• Light and Heavy attacks can now be chained together in different ways for different results (it is compared to a similar system in the Monster Hunter games).
• Seems like earlier info about Bloodcodes being only changeable at checkpoints was wrong, because this article implies them being still hot swappable, even during combat.
• New additional parry system called Veil Breaks (appears to be different from the normal parry system).
• Seems like each Bloodcode has a special ultimate skill now (and they sound a lot like communals to me).
• Companions now have several levels of bonding, it sounds like a mixture between Scarlet Nexus and even some of the older Bioware RPG's in how each companion will have a story arc, dialogue choices differing on your bond/relationship with characters, choices can make allies become more (passive buffs, revives etc) or less effective in combat, leave you or maybe even become a lategame boss!
• Open world is confirmed here that is semi interconnected.
• We get new ways to move around in wall-running and dashing mid-air.
• Weapons get different upgrade paths at launch (unsure if they meant this as a weapon skilltree or if they mean fashion/looks related).
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