12 people found this review helpful
9 people found this review funny
Recommended
0.0 hrs last two weeks / 34.7 hrs on record (25.5 hrs at review time)
Posted: Mar 1, 2016 @ 8:32pm
Updated: Mar 2, 2016 @ 6:32am

Victor Vran is something that could be considered a classic if it was tailored for both the devoted audience and casual players. It's a game I almost couldn't stand because of its deviations from what I expect to enjoy from an ARPG.

Over four months ago I had first played Victor Vran for six hours before coming to the conclusion that the game wasn't for me or for casual ARPG players. Now, after 18 hours, I'm going to recommend this game—if you're willing to look beneath the surface.

Why the Change of Heart?

I had a negative impression for numerous reasons.

I was worn-out after 50 hours of Van Helsing: Final Cut. VV's streamlined gameplay didn't convince me there was any longevity/depth. The enemy variety was/is too limited and it became tiresome quickly. Worse of all, I had thought the game had respawned enemies every time I left a general area for a mini-dungeon. (Not the HUB.)

Only by happenstance of me testing out the Steam Controller did I learn that almost all these issues could be fixed by looking further into the game. (Which is a problem for first-impressions or people not willing to experiment with the game.)

I also learned my black mark—of respawning enemies and of erasing progress—was outright false. Something anyone who read this review, played the game and didn't agree with my thoughts should've pointed that out, not argued about the rating.

That misunderstanding is why I re-reviewed this game. Because even if I don't like a game I want to always be correct about my complaints.

The "Stagnant" Progression

There was a misunderstanding when I said progression feels stagnant. It's not that there is no depth or no way to improve yourself—the problem is that your character himself does not show gradual changes as you play, so everything feels the same.

It's better to say progression is abrupt, and entirely dependent on the player's involvement. Leveling up unlocks new things to experiment with (Destiny Card pts, card slots, a second weapon, item or demon power slot, etc.) They also unlock other additions like the transmutation system, another outfit, PvP, endless arena and Hexes (difficulty modifiers).

These are all options, options which you may or may not care about as you play. You're enjoyment of the game is based on how much interest you want to put into tweaking these options to create your own character, from the weapons/skills to your playstyle.

Zero Classes, All Tailored Adjustments

In order to appreciate the benefits of a "no-class" ARPG, you have to have some interest by experimenting with all these options. If that doesn't sound appealing than having a class-system laid out for you, then VV is not for you.

There are no "active" skill improvements other than finding a new demon power or a new type of weapon. But there are only eight weapons (and about the same number of demon powers): Swords, Hammers, Scythes, Rapiers, Shotguns, Lightning Guns, Mortar Guns, Tomes. Each weapon has three active skills (one standard attack, two specials), and you can have two weapon equipped and two demon powers at most. (10 total skills.)

The make-or-break deal is whether or not you like the weapon presets. On the one hand, each weapon is tailored for one playstyle and you can master it as you play. But if you don't like it, then that limits your options even further.

This could be fixed if the game offered new presets of skills. Instead, you have to find what weapon is for you—and if you combine weapon's abilities together (like the shotgun's speed boost with the hammer) you can get some interesting weapon synergy.

(I still think the combat would flow much better if the devs took a page from Bloodborne used changing out weapons as another attack skill based on your weapon choices.)

The best part about this system is you can beat the game, entirely, without ranged weapons or one specific weapon type. Something that I had originally thought was mandatory, and yet I finished the game, solo, on Normal with two or three Hexes added.

(Hexes, I have also found, made me ignore the Transmutation system entirely. I still got plenty of legendaries and good loot from random drops.)

The real source of improvement comes from building your character around the buffs of your Destiny Cards, your weapons/inventory and focusing on what weapons work best.

The Only Passive System that's Not All Boring

If you took a look at this list, you'd be forgiven thinking these things are unnecessary to pay attention to as you play: Destiny Cards[victorvran.wikia.com]

The reality is that is your source of builds in VV, and if you want to play the game properly you'll have to figure out what works with your playstyle (and weapons). The game's spike in difficulties at some points will force you to focus on this system.

Some cards provide the basic whatever-percent value boost while others give flashier effects by taking damage or dealing out critical hits. Some will give you weapon modifiers. Some of which will help you stay alive by siphoning off health with each hit or kill.

There are also random effects (divine or wicked) that make lower-tiered buffs worth more than higher valued stuff. (A Divine Rogue 1 with armor penetration is much better than a Rogue 3 for some instances.) And because you have a limited number of Destiny Points, you have to take the time to figure out what selection is for you.

Combine the Destiny Points with each outfits'/armors' adrenaline system to use Demon Powers, and you can find as much depth in this game as you would in most other ARPGs. The store-page was not lying when it said you need as much as skill as you need a proper build.

The question is, "Will you want to invest any interest in that system?"

A Streamlined Game with Hardcore Demands

Again, you have to invest a lot in this non-casual-friendly system to play properly and to also understand its appeal. That is something that should be addressed as other similar games provide a simpler system, though they may be more or less complex than Victor Vran.

This isn't a cry for a game to become dumb-downed. I want more people to play this game, and I would bet that many who didn't enjoy it (based on my old review's ratings, 398 out of 503 upvotes) would come to love it if the system was developed more. (Either by more weapons, more preset options, more card variety tied to these changes, more enemy variety, etc.)

If you're not sure if the game is for you, then I would urge you to try it for yourself on a sale, and if it is something you'd enjoy convince your friends to join up with you for cooperative play.

Suggestions for Improvement
  • Add another skill between weapons to make combat flow better. (Ex. Bloodborne.)
  • If we can't choose our skills for weapons, then let us have various presets for different playstyles. (It'll give us a reason to try weapons more.)
  • More interesting enemy variety.
  • Less arbitrary "challenges" (no-hit, timers, etc.) and more Hex modifiers for challenge.
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Developer response:
Blizzard  [developer] Posted: Mar 6, 2016 @ 11:51pm
Thanks for the in-depth review and for giving our game a second shot. We really appreciate the feedback - there are some very insightful suggestions there that we will take into consideration for our future work on the game.

Best regards!
Boian Spasov, Lead Designer
42 Comments
Brian (The Schmaltzy Cynic) Jul 9, 2017 @ 10:24pm 
If you found my review helpful or insightful, please consider following me on my curator page to not only check out the best of my written work but also a handy reminder for future purchases on games that may interest you.

My Curator Page
Brian (The Schmaltzy Cynic) Jun 7, 2017 @ 4:52pm 
If you enjoyed my review of Victor Vran, you may also enjoy a review of the expansion Motorhead (not with Fractured Worlds): http://steamcommunity.com/id/Brian_Colfxire/recommended/462290/
Brian (The Schmaltzy Cynic) Feb 27, 2016 @ 7:26pm 
I'm not against having no classes. I only want to have more options (more weapons, more skill presets--active skills--and other ways ot distinguish yourself).

You should look into Grim Dawn. Yes, it has classes, but you can create some really cool characters from combining two "half" classes with other special skills. That game is perfect for experimentation.
Ball Tazer Feb 27, 2016 @ 7:23pm 
I hate classes. I'm tired of almost every rpg and mmo restricting players to one combat role. I've played a lot of WoW and Runescape (before it went to shit) but I played RS longer because of the freedom you get, wearing magic armor with a bow. Even other recent AAA games are dumping the old class-based systems. Skyrim has it, but at least you can still wear and use whatever you want. I love VV, but I also agree with most of your review. But I think VV not having classes is an amazing thing, even if it doesn't really matter in the end.
Brian (The Schmaltzy Cynic) Feb 20, 2016 @ 8:55am 
It's the same problem I have with games like Borderlands, so it's not a genre-specific problem.
Brian (The Schmaltzy Cynic) Feb 20, 2016 @ 8:54am 
I don't know how finished this list is, but from this page you can see how most of the Destiny Cards act as stat-buffs or passive bonuses:

http://victorvran.wikia.com/wiki/Destiny_Cards

Death -- > increase damage, lowers max HP.
The Beast --> Increase armor pentration.
The Moon --> Frost explosion on crit, decreases enemy movement speed, X damage, 15 s cooldown.

These are all stat-based and improving them, while being some sort of progression, doesn't change how much you'll feel like the same character from the beginning to the end. (Some people may like that like yourself.)

The only cards that do interest me are the weapon-specific ones, yet they are still passive/stat bonuses.
Brian (The Schmaltzy Cynic) Feb 20, 2016 @ 6:34am 
I do mention my problem with them in the "Reading In-Between the Lines: Weapon & Changable Card Stats."
MeSako Feb 20, 2016 @ 12:49am 
You are aware of the cards, but speak nothing of them, and then you say the system is stagnant.. how does that add up?

In every game that have different weapons, players will have favorites, and with your way of thinking, every game is limited. This game is somwhere in the middle of what games usually give. Some games only give you a single attack with a single weapon, and people are fine with that, other games giva a bazillion types of attacks, and ppl are fine with that.
BTW, do you dislike Guild Wars 2, since that game have pretty much the same weapon system..

I looked again, and I suppose I read to fast, found the tome in there :)
Brian (The Schmaltzy Cynic) Feb 19, 2016 @ 9:29pm 
Also, I do have Tomes listed in my weapon options. Unless you're talking about some other kind of Tome.
Brian (The Schmaltzy Cynic) Feb 19, 2016 @ 9:27pm 
@MeSako

I am aware of the cards, though I found most to be stat-related from the options I looked at. I may have recalled seeing some of the more "flashier" ones but I focused solely on the benefits I wanted (more resistance/armor, more splash-damage effects, etc.)

I don't think what I've written is saying you cannot make your own build in this game. What I am saying is that the system in place feels stagnant.

I point out the limited number of skills for each weapon because some players, like myself, will hate some weapons and prefer others. That limits the amount of experimentation available.

My suggestion is to add presets of skills (just like in the normal game) that focus on different playstyles. The whole flow thing is more of a personal peeve of mine about how changing out weapons stops the combat for that split second.