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  • Author's Saving Throw: The development team behind Code Vein has been receptive to feedback:
    • The 1.04 update introduced many QOL changes, such as halving or outright removing the cost of accessories to free up more room for character creation, the option to turn off AI chatter, the ability to switch partners at Mistles from the very first playthrough, an alert system for status ailments, the option to lower New Game+ difficulty, and making the Home Base's punching bag provide ichor to streamline character build testing.
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    • Code Vein's director, Hiroshi Yoshimura, confirmed that the team is currently working on a compendium that will cover the game's backstory and lore to fill the blanks left by its usage of Story Breadcrumbs.
  • Awesome Music: With music by Go Shiina, an awesome soundtrack is to be expected.
  • Breather Boss:
    • The Queen's Knight Reborn, while still a reasonable challenge, comes straight after the double whammy of Blade Bearer & Cannoneer and Juzo Mido, both strong contenders for That One Boss. The Knight hits hard and fast but has a familiar moveset, most of which are recycled from the first time you fought him.
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    • Attendant of the Relics is a complete pushover compared to any of the bosses leading up to it. The enemies in the preceding level put up more of a fight than her.
    • The Insatiable Despot, a heavy-hitting but overall easy-to-read boss that makes for a fairly breezy fight between the poison-spamming Butterfly of Delirium and the utterly brutal fight against the Invading Executioner.
  • Breather Level: The Ridge of Frozen Souls. Compared to the massive slough just prior to it that's the Cathedral of the Sacred Blood, the Ridge is comparatively tiny, with very straightforward paths and the Vestige fragments are easily found. The enemy population on the Ridge are also much easier to deal with compared to those in the Cathedral. That being said, it is also one of the few levels where deaths by pitfall are much more common due to the lack of guard rails along many ledges, and the fact that many enemies can knock the player backwards.
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  • Catharsis Factor: After going through most of the game slaying victims who had to be put down and successors, it's incredibly satisfying killing Juzo Mido, the one boss who's aware of his horrific crimes.
  • Complete Monster: Juzo Mido is the leading Revenant researcher who participates in the Revenant project known as Project QUEEN. When participating the project, he callously experiments on and tortures the test subject of the project, Cruz Silva, which turned her into becoming destruction incarnate that tries to destroy everything in her path. It was soon revealed that before the Great Collapse, Mido adopted several innocent orphans, repeatedly conducting experiments on them and ultimately sold them to the military so that they could become soldiers in the battlefield. Responsible for the creation of Successors—beings who possess high affinity for the Queen but become feral, insane husks when they were near objects known as Relics—Mido's ultimate plan is to disable the Red Mist that barricaded the human race from the monsters roaming outside known as Aragami, evolve all of the humanity into becoming Successors and pit them against Aragami. When encountered in his hideout, Mido kills all of his henchmen and uses the relics to turn the man who protected humanity from Aragami, Gregorio Silva, into a Successor. Despite his rhetoric, at the end of the day, Mido is a lunatic madman who only cares about his twisted view of evolution.
  • Continuity Lockout: Those who bought the game on its own merit without realizing that it exists in the God Eater universe or having no knowledge of the other may be underwhelmed by the scene where what lies outside the Red Mist is revealed. The creature shown, while fearsome, doesn't really stand out from the other monsters fought so far. Without context it can be hard for a player unfamiliar with God Eater to understand why these creatures are so feared.
  • Critical Dissonance: Despite having only a 70 on metacritic (Good, but not great) from professional reviewers, normal gamers are much kinder, at a 79 Metascore.
  • Crossover Ship: There are fanart of the male CV Protagonist pairing up with Hifumi Togo, in paying homage to vampire/human pairings. One can wonder the CV Protagonist's edgy appearance blends in with Hifumi's Chuunibyou manners.
  • Demonic Spiders:
    • The fat noblewomen lost are honestly boss-level durable and hit like runaway trains, and tend to be found with other lost. Their only saving grace is that they can be back-stabbed quite easily.
    • Boreal Brutes are also boss-level durable and hit like airplanes, and also move almost as fast as them too. They flip around with great agility which usually causes your attacks to miss while turning their entire bodies into a hitbox at the same time, usually followed up by a powerful AoE attack. And just when you think you've got one on the ropes, it Turns Red and grows ice armor that makes it basically invincible until you manage to shatter it. Also, due to the aforementioned flipping around they are quite difficult to backstab. The Silent White area of the depths makes you fight two of them at the same time!
    • Knights in the Cathedral of Sacred Blood. While not as durable, they make up for it with much faster attacks. The halberd ones also have an unblockable attack.
  • Difficulty Spike: An optional choice a player can take, and spike it does, hard. An option for New Game+ allows the player to crank up the combat difficulty in their new run, which gets harder and harder the more times it's chosen. At NG+ 5 and up, the spike is massive, and players are very liable to be One Hit Killed by even basic enemies, even at level 300 and wearing all +10 Blood Veils. Update 1.04 introduced the ability to reduce enemy difficulty by one level per NG+, though, but only once per playthrough, and the player won't gain the indicative star point that they would normally get for beating an enhanced run.
  • Ensemble Dark Horse:
    • When the Blade Bearer was introduced in the closed beta and demo, fans immediately took a liking to her for her regal ojou-like design (and large breasts).
    • Io. She elicited quite a few players to play the game, if only just to see her. Her gentle demeanor and Undying Loyalty to the protagonist only continues to endear people. She also becomes a companion after a point in the story, and she's generally considered to be one of the most flexible companions. The fact she's pretty easy on the eyes herself also helps.
    • The Invading Executioner, both for her resembling an evil Hatsune Miku and being a literal stripper.
    • Oliver Collins. He's only with you for the first half of the first level, but he's earned numerous fans. His Dark and Troubled Past certainly helps some as well.
    • Coco. No points for guessing why. There is a surprising amount of Game Mods out there that serve only to enhance her, erm..."qualities".
  • Epileptic Trees:
    • Some people have noticed how Cruz and Io, at least in the English version, appear to have the same voice actor. This has led some to speculate that Cruz and Io might be one of the same. It also doesn't help that Io has no memories whatsoever. It's eventually revealed that Io is a clone created by Cruz to search for potential successors of the Queen.
    • The one scene featuring the Dyaus Pita predictably has fans scrambling to connect any possible dots between two seemingly different franchises. Multiple theories have been postulated regarding a variety of subjects, from how the two timelines would coincide with each other, the current state of the world, the actual merits of BOR Parasites versus Oracle Cells, and most significantly the effects such a reveal will have on future content updates and/or installments.
  • Fandom-Enraging Misconception: For the sake of your own health, do not pronounce Ichor as anything other than "eye-kor". Correct pronunciation is apparently very Serious Business for a large portion of the playerbase.
  • Funny Moments:
    • Whenever the playable character sits in the chairs or couches for too long, they would then feel tired and fall asleep.
      • With the patch that allows the player to sit at (and play) the piano in the hideout, waiting around long enough results in the above-mentioned happening... only for the character's fingers to press the keys in a loud chord that makes them jump and wake back up.
    • If the Protagonist is able to save the Successor of the Claw it prompts quite a hilarious exchange. As Emily tries to play off the Dying Decleration Of Love she gave to Yakumo, by telling him she was talking about the onigiri they used to eat. Hilariously, Yakumo still has some. Cue a giant, cute, vampiric, Cat-girl gushing over a rice ball.
  • Game-Breaker: With the wide variety of possible builds, having a few of these is a no-brainer.
    • Stacking buffs in general can make bosses a breeze since there's no limit aside from your ichor stock, but special mention goes to Final Journey, a buff exclusive to the Queenslayer code. It gives you a 50% damage boost for weapons and gifts, fully heals you on activation, and sets your mobility to quick regardless of your prior weight, and lasts for 3 whole minutes. It comes with the tiny downside of killing you when it runs out, and you're unable to be revived by a partner if this kills you, but most boss fights are over long before the duration runs out. For extra icing on the cake, Queenslayer is a very strong all-rounder code with great physical stats that lets it use any weapon and high mind making it even stronger for stacking buffs on top of Final Journey.
      • Other notable buffs include Eos's Bridge to Glory, which adds half your Light stat to your attack, potentially rivaling Final Journey with sufficient Light; Assassin's Overdrive, which is a 25% damage boost with the caveat that it immediately fades the next time you take damage; and Hephaestus's Swift Destruction, which gives a passive 20% damage boost if your movement speed is Quick, which pairs beautifully with Final Journey.
      • Sadly, Final Journey was nerfed slightly with the 1.20 update, reducing its duration to just one minute, and increasing movement speed by only one stage (i.e., slow builds will only be upgraded to normal speed, instead of simply becoming quick). Nevertheless, it still remains a very potent buff, even if you can only use it for part of a boss fight rather than the whole.
    • For overall exploration, a mage build is insanely effective. Guard of Honour and Fourfold Verdict offer immense damage for very low cast times, the Roar line of gifts deals huge damage for its ichor cost and the humble Bloodshot can get enemy attention from afar while dealing decent damage. And the Devour upgrade on weapons, which lowers a weapon's base damage ever so slightly while increasing its drain rating by 50%, allows you to regain the ichor lost from these spells very quickly.
    • Zweihander and the Argent Wolf Hammer under Fortification allow you to block physical damage completely as they offer 100% physical damage reduction. While you can block with any weapon you want, most weapons still allow chip damage to bleed through. In exchange for your rolling speed (since the weapons becomes heavier under the Fortification path), you get powerhouses that work as decent strength-based weapons while being the only two weapons that can completely block damage in the entire game. The problem with rolling speed can also be nullified by using Blood Codes with increased weight limit. If you don't mind about evasion and just want to go full DPS, you can use Ishtar instead for its unrestricted access to all the attack buffs you'll ever need, high ichor stock to cast them without needing to refill, and the highest base stamina in the game to block as much as you please. Just add the rest of the available slots with QOL choices, and you'll become the quintessential juggernaut.
    • The Mistle Root. It's essentially an unlimited-use version of the Vivifier drug that allows the player to return to the last used mistle without losing any Haze. It is only found in a very specific place in the Crypt Spire, but offers tremendous utility, especially during exploration, as it provides the same effects as the standard Vivifier, but not capped by the stock limit. Enterprising players could use it to farm materials or clear side quests with ease, as it greatly reduces the time spent running around.
    • The Vivification Gift is essentially the active skill counterpart of the Mistle Root. While it costs 10 Ichor to be used, you can learn it as soon as you have received the Mercury Blood Code from Coco, allowing you to return to the last used mistle without losing any Haze right at early game.
    • While Io is meant to be a support caster, her abilities make her more of a Jack-of-All-Trades, and arguably the most effective partner overall. She does a fair amount of damage in melee, can use fast single target spells at range, is an effective tank, and has useful support skills. While she isn't the best at anything, her overall versatility makes up for her lack of specialization, making her an effective companion no matter what approach the player chooses.
    • Yakumo is a brutally effective partner. Like Oliver Collins, he tanks hits with his high defense and HP, while doing enormous damage with his two handed sword. Left alone he could deal with just about anything that isn't a boss, and like Io he's effective no matter what build or play style you choose.
    • Light magic builds in general. Nearly every buff in the game is Light based and several very strong, very fast offensive spells are Light. The barrage series in particular can deal alarming damage, easily rivaling Dark builds in sheer damage output. On top of this, most Light based Codes come with good physical stats making them passable melee fighters and surprisingly durable even before they start buffing themselves. It's not really surprising Io is on this list as well as her Code, Eos, is arguably the strongest Light caster Code.
    • The Deliverance Build, which can only be used with the Ishtar Blood Code equipped. Deliverance is a passive gift that prevents partners from dying by leaving them with 1 HP while you stomach the rest of the damage. Sounds simple enough, but what makes it busted is that the protection stays up even when the partner in question already has only 1 HP, meaning they can get stuck in a 5-hit combo and won't even fall to their knees. Combine it with Cleansing Light (which heals 75% of damage taken) and other defensive/healing buffs (easy to do with Ishtar's stat distribution), and your partners become functionally immortal while you get to just sit back and keep an eye out.
    • Cleansing Light has another broken combination with the Hunter's Blood Sacrifice. Blood Sacrifice is fine on its own, trading 20% of your health for up to 6 ichor. However, Cleansing Light also negates most of the damage inflicted by Blood Sacrifice, which means you can easily generate as much ichor as you need and get it all back with just a single regeneration, even on tanky builds with low ichor caps. In particular, you can use this combo right before you engage a boss to make use of the buff stacking strategy mentioned above, applying tons of buffs without ever needing to regain ichor the traditional way by hitting an enemy.
  • Goddamned Bats:
    • The small monkey-like enemies that appear in almost every area don't present much of a threat on their own. However, their tendency to ambush the player in groups, often alongside more dangerous enemies, can end up overwhelming the unsuspecting, especially if they manage to put the player off-balance at an inopportune moment. The fact that their attacks can inflict the inhibit status effect, temporarily disabling all of a player's active gifts, is icing on the cake.
    • The basic Losts wielding Bayonets and their Palette Swap. They can appear in any map and deal rather low damage as far as enemies go, but the real threat these guys pose is the fact that they interrupt your attacks or Gift casts, making you vulnerable to being smashed by their melee-based allies that are swamping you. Their accuracy is nothing to write home about if the player dodges frequently, but it's when they are not that they become very dangerous, as their aim is true enough to bean a walking player from a respectable distance away. And to make matters worse, they come in numbers on occasion. Their overall damage gets a huge bump on New Game+ as well, so have fun dodging all over the place to avoid their shots.
  • Harsher in Hindsight: When you first meet Louis, he promises he's not going to stab the player character in the back. In the "Heirs", he ends up forced to kill you like that to prevent you from becoming the next Queen.
  • Hilarious in Hindsight: In Chapter 7 of a Persona 5/Code Vein crossover called Urban Legends that was written before the game's release, Io cosplayed as Rei Ayanami. Io's English voice actor reveals to be Brina Palencia, the voice of that character from Rebuild of Evangelion.
  • Just Here for Godzilla:
    • Go to Youtube and click on any video that has Blade Bearer in the thumbnail. It doesn't matter if it's a serious boss battle video or a breakdown, at least half of the replies will be about her boobs.
    • Io has attracted a number of players who simply want to support her. The other female characters also have their devoted followings, but hers is the most passionate by far.
    • The character customization is another reason that many players are invested in this game due to creating a lot of fictional characters. This person in particular had a field day as they recreated characters from RWBY.
  • Les Yay: Aurora's devotion to Karen runs pretty deep, to the point that Aurora's willing to become a Successor and risk losing her sanity all for Karen's sake. When she finally frenzies, it's implied that her memories of Karen are the one thing she hasn't lost.
  • Memetic Mutation:
    • "The Character Creator will be the hardest boss in the game"Explanation 
    • "Everyone, everywhere, is thirsty." Said by Io very early in the game, which, out of context, is a massive Narm due to how well-built she is for a "thirsty" girl, or rather implies that everyone is thirsty for her.
    • "BREAST SLIDER!!!"Explanation 
  • More Popular Spin-Off: If the steam charts are an indicator, Code Vein has more players than God Eater 3.
  • Narm Charm:
    • The game's overall aesthetic isn't just aggressively anime; it's unapologetically chuuni with all of its impractical fashion choices, over-sized weapons, familiar story beats, cast of Bishōnen men and voluptuous women with unfailingly dark and dramatic backstories, and usage of vampires when vampirism has lost most horror connotations in popular culture. Besides the fact that a portion of Code Vein's audience would absolutely eat it up for these factors alone, the combination of solid Souls-like gameplay, good music, and earnest performances from the characters/voice actors loops the clichés back into being genuinely enjoyable and engaging.
    • The Successor of the Breath's design is completely over the top even for a game like this, being a top heavy knight with a jetpack booster and antlers. It loops back to being endearing considering it's the kind of thing a young boy would find awesome. It helps that the boss is considered rather great itself.
  • Player Punch: The "Heirs" ending, without a doubt. Not only is the Protagonist killed under tragic circumstances, but Io fades away at their grave while the rest of your companions replace the Successors before them. To drive the nail in further, they lock themselves within the same Crypts as their loved ones' final resting places; in a best case scenario, they sleep indefinitely and can never reunite with them in death. No solution to Vein's inevitable decline, no way of waking them up without frenzying, and no more Successor of the Blood that can save them. That is one hell of a raw deal.
  • Scrappy Mechanic:
    • In order to get the best ending, you need to save each Successor by finding and restoring their vestige cores prior to fighting them. Miss even a single one, or forget to purify them, and the successor will die, locking you out of the best ending. The fact that this is never explained is extra annoying, especially since you could miss out on the Golden Ending as early as the battle with the Successor of The Ribcage.
    • Also on that note, to achieve 100% Completion, one would have to deliberately go out of their way to screw every Successor over to achieve the bad ending, as the Queen relic Blood Codes can only be obtained this way. For players who cannot stand the weight of repeated player punches, it is perhaps the worst possible case of the Last Lousy Point, but ramped Up to Eleven.
    • The cost system for accessories your characters could wear in customization. By default, the game allots a quite generous amount to allow for creative combinations, but the higher cost of the more popular items frequently lead to players not being able to customize their protagonists as they so choose.
      • To put things into perspective, the player is allowed 12 accessory points, and while glasses and earrings take up one each, more appealing items such as pouches, gloves, headbands, and some hats could claim upwards of four points per item. The pre-order bonus items are particularly expensive, with the arms occupying five each, ensuring that very few slots remain for anything else, none if you decide to put any two of them together. Generally, however, this cap puts a low limit on the amount of small piecemeal items such as badges or stars, that players could cobble together to form creative patterns.
      • Update 1.04 alleviated this somewhat by slashing the cost of most accessory items by half, effectively making many of them free of charge, though those that were particularly expensive still are, to an extent. For most players though, the concern has now shifted to the limited amount of actual slots instead.
  • Self-Imposed Challenge:
    • Companions are optional and can be left behind by players who want a greater challenge and a traditional Souls-like solo experience. This actually deserves special mention as bosses become significantly harder as a result without losing any durability.
    • Pipe-only runs are actually rather popular for many reasons, chief among them being the increased challenge due to the Pipe of Thralldom's pitiful damage output, as well as the sheer hilarity of beating down big bad bosses with a dinky tube of rusted steel, and that it carries over to cutscenes and creates Bathos. Needless to say, it is a lot harder to pull off than it sounds.
    • Level 1 runs remain a mainstay of any Souls-like game; due to Code Vein's unique approach to builds, there is a lot more wiggle room and flexibility to practice whatever you want to get the job done. Just be prepared to have the durability of soft tofu.
  • Shocking Moments: The Reveal. Turns out the world of Code Vein is actually part of the God Eater universe, as Aragami wonder outside the Gaol of the Mist. This, plus the implications of the "Dweller in the Dark" ending, suggests that the Revenants may very well be the very first God Eaters; or perhaps their successors.
  • Spiritual Successor: Similar to Bloodborne being one to Dark Souls, Code Vein is one towards God Eater, both being Bloodier and Gorier games with different aesthetics, on top of being Nintendo Hard. That is until an Aragami appears, revealing that it's actually a Stealth Sequel.
  • Suspiciously Similar Song: Compare the menu theme to Demon Slayer: Kimetsu no Yaiba's Demon Slaying Corps theme. Considering that Go Shiina had a hand in both, it becomes less surprising.
  • Tainted by the Preview: The Anime aesthetic has divided a few viewers.
  • That One Achievement: Exalted Reputation. Barring Revenant Preeminent, which is 100% Completion, it is the least-earned achievement across all platforms for Code Vein, with global percentages somewhere along the low single digits owing to its very grindy nature. To elaborate, Exalted Reputation requires the player to reach an online companion rank of 30, which translates into about 400 Marks of Honor, that could only really be obtained by beating bosses with another player while playing online. All of this adds up to 400 successful boss fights, which aren't so much hard as they are mind-numbing and boring to do. Even by farming in the Depths, which typically have about three to five bosses, this could still take up half a day of nothing but constant boss grinding. While these Marks could also be found in the world, they only spawn in select locations per playthrough, so it's far from being an efficient farming method. If one has to pin down an achievement for being that Last Lousy Point, Exalted Reputation would certainly be it.
  • That One Attack:
    • The female knights in the Cathedral of the Sacred Blood have an annoying habit of teleporting. Normally, this isn't so bad but depending on what they're equipped with and how they engage you, they'll either teleport from above and stab at you, or teleport in front of you and do a dash attack. Both of these are very tricky to avoid because you have to guess based on where they aggro from. Once you nail the timing down you can even use the teleport to backstab them. However, if there are any other enemies around, the knights can and will teleport on top of you while you are distracted. And if not dodged, these attacks shear enormous amounts of health off.
    • Invading Executioner is actually not that bad of a boss, as most of her attacks can be avoided fairly easily. But she has one sliding tackle that, unless you are severely overleveled and using the most defensive setup you possibly can, will one-shot you. And even if you survive, your healing at that point is so weak that it will take three healing items to bring you back to the point where you can survive another. This wouldn't be so bad if this attack wouldn't come out so fast, or that she can do it up to three times in a row.
  • That One Boss: As is inevitable for a Souls-like.
    • The Invading Executioner. She is fast, has a brutal AoE attack that all but makes her invincible, and her inherent slow debuff makes you wish you brought enough items or the right Light gifts for her fight.
    • The Cannoneer and The Blade Bearer. There is just an insane amount of visual effects and attacks going on at any given moment, there's very small windows of opportunity to attack or recover, and the pillars in the arena will offer you little safety— several of their attacks can reach behind them.
    • The Gilded Hunter. While the first phase isn't so bad, in the second it will cast a buff on itself that will render it disgustingly fast, hit like a truck and become relentlessly aggressive. He leaves next to no window to attack and it will be pretty much a race to take him down in the few windows of opportunity it gives. Alleviated by the fact that the buff eventually runs out, leading to a lengthy stun followed by about fifteen seconds of phase one before he buffs again. Several of his attacks also are very hard to dodge, such as his charging spear attack, which can still hit even if you dodge before due to the buff giving it extra range. Many players have outright declared it the hardest boss in the game because of all these factors, and its a very popular location for Co-Op play.
    • Juzo Mido. He hits like a truck, is able to fake you out with his swings and can cancel out your Gifts by landing hits. The second phase turns the brutality Up to Eleven, as Mido starts sending time bombs after you and zips around the arena with insanely powerful slashes. Can hilariously be shut down by inflicting Inhibit right back on the boss, shutting down all the moves except normal swings.
    • Argent Wolf Berserker. Compared to previous examples this boss isn't particularly difficult if you have some good equipment (which is easy since enemies in the Cathedral of Sacred Blood drop Queen Steel) and a decent build. Rather, the main problem is the size of the boss arena. It's a tight space and, if you aren't careful, the boss can easily force you back into a corner. On top of all that, just getting to the boss requires running a gauntlet of very tough enemies, almost guaranteeing that you'll be going into the fight with kneecapped health reserves.
    • The two Boreal Brutes in the Depths Map Silent White. A single Boreal Brute is already a horrifying enemy, thanks to their relentless attacks with Area of Effect, powerful ranged attacks, near-instant Sonic-style spin attack that can one-shot even the tankiest characters; and their ability to armor themselves in ice, which will reduce all damage it receives about 90% until you break it with fire or hammers. But in this map, the game pits you against two of them. As a mini-boss encounter. Some players consider this one pair of Brutes to be the hardest boss fight in the game.
  • That One Level:
    • The Dried-up Trenches, while not entirely too difficult to navigate, is an absolute nightmare for any player who worries about their surroundings. Save for a few areas, most of the map is quite literally you walking on ledges over fatal falls, making you take careful consideration about what you're fighting and how you'll deal with them while also trying to avoid accidentally rolling off the edge. To make matters worse, a good majority of the enemies in the Trenches can knock you back. If you're too close to the edge, which you inevitably will be, they can knock you right over. The sheer amount of hidden paths concealed by ledge drops doesn't help either, as often times the only way to spot one is to inch right up to the edge itself and tilting the camera downwards. At that close of a distance you might as well jump right off.
    • The Cathedral of Sacred Blood. From the outset you can see your final destination, and yet surrounding it is an absolute labyrinth of identical towers, hallways, and suspended paths. The early areas have nasty pitfalls without much warning if you're not paying attention, and the later areas start throwing out some seriously tough foes for that part of the game, to the point that Queen Steel (the second tier of upgrade materials) start dropping to say "get your gear in check". Between this, the fact that there's next to no stand-out landmarks, and that your status map does not differentiate between the heights of the numerous floors and pathways, it can take you hours to get through this location purely from getting lost repeatedly. Never mind that you'll have to revisit the place for side quests. Even worse, this is the first area where finding all the Vestiges becomes essential to working your way to the Golden Ending, with only a single Vestige-restoration NPC right before the boss fight serving as a loose warning to the fact and one of them being well-hidden in an easy-to-miss platforming pit.
    • The City of the Falling Flame is a different kind of frustration. It's relatively straightforward, having few branching paths and being rather easy to explore if you just glance at the map. What makes it a test of your temper is that nearly every single wall is on fire meaning that if you so much as brush up against them you flinch and take damage. Worse if you get smacked into them by an enemy you not only take an extra chunk of damage you get staggered leaving you open to yet another attack! Some enemies can loop this infinitely if you're unlucky enough quickly juggling you to death. There are also areas where the floor is burning hot and damages you if you walk on it. This wouldn't be too bad except there are many places in which you have no choice except to walk on the burning floor meaning just traversing the zone eats up your limited healing. There are also several extremely powerful minibosses scattered throughout the zone, each of them just as dangerous (possible more so) then the level boss, and naturally their spaces are also on fire.
    • The Howling Pit is an example for the early game. It consists of a wide cavern filled with mist that limits your vision to barely ten feet ahead of you. The open nature of the map makes it extremely hard to get your bearings,note  making it likely you'll blunder into a group of enemies lurking in the mists or just below the water as you fumble around in the dark. Worse, there are places where the water is deep enough to slow your movement to a crawl. Naturally, the enemies aren't affected by this. It also introduces a new type of enemy that take the form of small balls that roll towards you, who hit very hard. Later segments become more linear but introduce bottomless pits that can't be seen unless the water is drained away first. Capping it off, the level ends with That One Boss the Invading Exceutioner. What pushes this stage into the next level is that you can go there within ten minutes after the tutorial level, when you have next to no upgrades at all, and with how hard the enemies hit, you are encouraged to go here after going to the Trenches instead because doing so nets you the extra healing buffs you need to survive.
    • Crown of Sand, for mostly one reason; it's Mana Burn to the extreme. Not only are the enemies in Crown of Sand quite powerful regardless of the playthrough, they also apply Leak with each hit. Getting hit enough will cause you to steadily lose Ichor, making it insanely annoying to keep having to spend Coagulants to alleviate, and it crimps the utility of most builds (Mage and Bayonet players in particular), as even the most melee-centric Blood Codes rely on Gifts to increase their mileage. And if that's not irritating enough, the very ground you step on can do this, and unlike being hit by enemies, not even Ichor Coagulants could protect you from being sapped dry by the sand, and they are absolutely everywhere. Quite possibly the only silver lining in this place is that it's rather small and short, but have fun wading knee-deep through the sand without a drop of Ichor for the entire duration of that.
  • That One Sidequest: Well, sidequest is a bit of a stretch, but Lost Invasion events can be nightmarish if the player is ill-prepared; they typically involve a horde of Lost appearing out of thin air to Zerg Rush the player. This horde can consist of any enemy type found in the respective areas, up to and including any Demonic Spiders, and will pursue the player no matter how far they run. They are usually guarding Vestiges or rare items, and although the events are scripted, there is almost no way to predict when they will be triggered. You might run into one while walking towards a chest, and it's just as likely that you'll trigger one by walking through an empty area in a level.
  • They Wasted a Perfectly Good Character:
    • Cruz Silva a.k.a. the Queen. Despite being regarded as one of the most dangerous Lost to ever exist, and the fact that she's Not Evil, Just Misunderstood, the audience only gets to know that she's actually really kind... and that's about it. There isn't much exploration of her character prior to her frenzy apart from her gradually losing control of herself, little in the way of how she interacts with others, especially her father, who later comes to see her as an abomination despite there being zilch in the way of development from their normal relationship up to that point. The game tries to show you more about her, but only in short, disconnected Vestige memories instead of something more substantial.
    • Gregorio Silva. He gets it even worse than his daughter. Most of what we know about him is fluff text delivered via loading screen tips. He has almost zero screen presence, only appearing in all of three cutscenes, tops, along with some memory segments and even they are a rarity. At no point in the game does any of the main characters get to converse with him or explore his psychology, how he copes with the loss of his daughter, the justification for his purportedly-tyrannical regime, the regime itself and opinions of him from those living under his protection, or the burden of being Vein's protector by sitting in his Cool Chair for life to maintain the Gaol. He literally went straight from being a very minor side character for the first two-thirds of the game to the Final Boss, the process of which took place within five seconds of Mido implanting him with several relics. And if you achieve the "Dweller in the Dark" ending, he still remains a mere background presence whose words are only relayed by Davis.
    • Louis, of all people. In theory, his character has a very solid foundation to stand on, between his Famed in Story reputation, (nominally) being The Leader of the group, his personal friendship / Implied Love Interest relationship with Cruz Silva, his desire to be The Atoner for what happened to her, his sister being made a Successor, his sharing of the surname 'Amamiya' with several other major characters of the greater God Eater franchise and his overall design and the circumstances of his initial appearance just screaming Dark Secret, perhaps with the potential for a touch of well-intentioned extremism when pushed too far. In practice, he fades into the background very quickly as the story progresses in order to let the protagonist and other companions shine, everything there is to know about him is revealed within the first few hours of the game and while almost every other companion gets A Day in the Limelight featuring a more thorough exploration of their past, on-screen interactions with a loved one and a bit of Character Development, Louis is almost entirely left out, not even getting to have a proper conversation with his own sister. Much like Cruz above, he ends the game very similar to how he began, a Nice Guy and very little else.
  • They Wasted a Perfectly Good Plot:
    • The reveal that the Nicolai traveling with Mia was Actually A Doom Bot created by the original would've had a lot more impact if the cast had time to interact with him. Instead of being killed off right after he was introduced.
    • Much is talked about Silva's government and how oppressive it is early on, with various Revenants the player meets being either pushed into desperate measures because of it, or forced out by how harsh it is. With how often it is discussed, it makes it strange how ultimately it matters little in the game's story and largely remains a background element to the cast. The cast never interacts with a Revenant who agrees with the system outside of Davis (who barely talks about it), nor is there any real action taken against it during the game's story. In addition, since the player never visits the government's base while it isn't being overrun by Lost, it means that it's mostly an Informed Attribute. Having the chance to experience it directly and see better the flaws of the system would have made the heroes' goal more distinct as well, as it leaves a question about why the heroes never consider informing the government about their plans and work togethernote .
  • Tier-Induced Scrappy:
    • Stinger type Blood Veils aren't very well liked because of the difficulties in using their drain abilities. It involves sending out a Prehensile Tail at the enemy from behind the player character. While it has good reach, because the player character does a small spin like animation, it makes it very inaccurate and leaves the player setting wide open if it misses. The same applies for the combo drain usage, which essentially spins the player in a different direction when used and makes it where the player will miss again.
    • Bayonets are designed to help support builds that focus on long range offensive Gifts, but while they do increase the stats used for them with their light weight, the overall damage output of Bayonets is very weak and generally not worth using outside of that. The fact their heavy attack uses Ichor means they also take resources better spent elsewhere.
    • Jack and Eva both drew a lot of ire from players for their lackluster performance as AI partners. Jack especially as you're forced to take him as a companion for one area of the game, even if you return after defeating that area's boss.
      • In Eva's defense, she's a Long-Range Fighter armed with a Bayonet, so she's meant to have mediocre health and Defense. But at the same time, she's also very aggressive with her Bayonet if an enemy gets close, which is not good for her health, considering her Blood Code, Harmonia, is one meant for a Squishy Wizard.
      • The same could not be said about Jack, who's surprisingly squishy despite being a melee fighter. Unless the player uses Spiritual Communion with him, he usually dies very quickly while dealing very little damage himself. This makes him bad at both being a tank and a main DPS, and a liability if the player is playing a Squishy Wizard or a Bayonet build. Playing tank yourself isn't better, as he's a total Leeroy Jenkins who lives by the mantra of Attack! Attack! Attack! instead of balancing himself, and will cause complications by drawing aggro towards either of you at the worst moments.
  • Visual Effects of Awesome: The games visuals look great, looking like a polished, and more detailed looking God Eater, while having unique designs that make the game one of the more impressive looking games coming out from Bandai Namco.
  • Win Back the Crowd: The game's network test was met with some mixed reactions due to various factors, mostly in regards to how combat felt, which led to a certain portion of the potential fanbase becoming much more on the fence about the game, especially since the game's scheduled launch was only months away. The director of Code Vein would then release a blog post listing a fairly comprehensive number of improvements to the game based on the feedback from the network test.
  • Win the Crowd: Looking at comments on sites like YouTube and Reddit, many people say that the character creator is what sold them on the game.
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