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This new soulslike has the best twist on the genre I’ve seen, but it sadly flubs the landing

Deathbound is set in a grim sci-fi future where religious fanatics and science freaks are locked in a mysterious, verbose conflict. In this harrowing dystopia, many doors only open from one side and ankle-high objects can obstruct passages. The art style is an interesting blend of noir, neon-lit sci-fi and fantasy elements that put me in mind of Castlevania: Lords of Shadow 2, and while it’s undeniably a soulslike it breaks the genre’s tradition of stoic quietude: this is a very chatty game, with a labyrinthine narrative that doesn’t shy from a spectral flashback.

A new soulslike must have a twist, and Deathbound has its party system. This doesn’t mean you’ll be roaming the neon-lit ruins of Akratya city with three friends in tow: it means you can swap between a total of four characters on the fly (there are more than four characters, but you must select four to load out with). As I moved through the mostly linear but occasionally shallowly interconnected zones of Akratya I’d occasionally find new party members, like Anna, a trashmouth assassin, or Haodai, an unfailingly sincere “essencemaster” (a mage, basically). There’s uber-serious spearwielder Iulia, a heavy battle axe-wielding misanthrope called Agharos, and—most unusually—a monk, Mamdile, who specialises in the Afro-Brazilian Capoeira style of martial arts. Rounding out this gaggle is the self-flagellating former lord Therone, a sword and board guy, and another character I’m yet to unlock.

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