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Deathbound – Crafting Innovation Within The Souls-Like Genre | PAX East 2024 Hands-On Preview

Stephen Fontana by Stephen Fontana
Apr 05
in Magazine, PAX East 2024, Previews
Reading Time: 3 mins read
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The term “Souls-like” elicits both excitement and trepidation among fans of the genre. Many developers have attempted to creates experiences on par with From Software’s masterpieces, and very few have succeeded. Deathbound, developed by Trialforge Studio and published by Tate Multimedia, doesn’t strive to outshine its counterparts or claim the title of “Souls-killer” like so many others. Instead, Deathbound aims to innovate within the genre, enhancing combat dynamics and expanding upon established concepts while crafting a compelling world ripe for exploration. After a brief hands-on experience, it’s evident that Trialforge may have something special on their hands, as Deathbound strikes a balance between familiarity and innovation, making it a worthy addition to any gamer’s Wish List.

At first glance, Deathbound may not stand out visually amidst its peers. From an observer’s perspective, it appears to embody the dark, brooding atmosphere characteristic of souls-like games—methodical, somber, and deliberate. However, once you grasp the controller, the essence of a souls-like experience becomes palpable. Recalling the intricate combat mechanics of its predecessors, Deathbound captures that essence effortlessly. Expect to find yourself tapping shoulder buttons and executing precise dodge rolls as you navigate its challenging encounters. Yet, Deathbound introduces a novel twist with its core mechanic: live-swapping avatars. This feature steals the spotlight, offering a fresh layer of depth to combat. Avatars, each with their own rich backstory and affiliations, can be seamlessly swapped mid-battle, enabling players to unleash devastating combinations. Picture conjuring a lightning blast with a mage before swiftly switching to a burly brute mid-swing, imbuing their hammer with electrifying power for a devastating coup de grâce. Exploring the myriad of permutations afforded by the four characters available in the demo left me eagerly anticipating the full game.

Each of these avatars has their own unique skill trees, too. The action RPG stan in me was jumping for joy as I allocated my points across my favorite two (the aforementioned mage and the dual wielding rogue archetype). Having these new combat options doesn’t make you feel overly powerful, either. In keeping with true Souls-like tendencies, Deathbound looks to kick your ass at every corner. It did appear that Deathbound will be more forgiving with its “bonfire” placement, but I have no doubt a controller or two will be flung regardless.

If all of this sounds like your jam, a demo is readily available on Steam, offering a taste of what’s to come. Personally, Deathbound has firmly entrenched itself in my wish list, and if the game continues to deliver on the promise exhibited in the demo, it may very well warrant a day-one purchase to satiate that insatiable “FromSoft itch.”

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Stephen Fontana

Stephen Fontana

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