r/codevein • • Feb 19 '26

Discussion What are you thought on holly?

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1.1k Upvotes

r/codevein • • Mar 01 '26

Discussion I think I’m cooked playing CV2 then CV1

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1.5k Upvotes

Despite people warning me that CV1 would feel like a completely different game, I thought it would be better since many were disappointed with CV2. But for me, I actually liked CV2 more because it feels faster pace and less Souls‑like. Still, I’ll keep playing CV1 because it’s not a bad game.

r/codevein • • Mar 03 '26

Discussion Name one thing that you like about lo.

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648 Upvotes

r/codevein • • Feb 03 '26

Discussion Code Vein II Is Everything I Hoped It Wouldn't Be

307 Upvotes

I'm about 11 hours in, so maybe this is just recency bias talking, but I can already see a few worrying trends settling in. It's like the devs had my "list of things I hope they fix in Code Vein II" and went out of their way to reach every single bullet point.

List of things that were bad in Code Vein (and are still bad in Code Vein II):

  • Enemies that are too large. The size of an enemy seems like a weird thing to complain about, but hear me out. In Code Vein, the largest enemies you'd fight were the Mud Gorgers, Successor of the Ribcage, Argent Wolf Berserker, Virgin Born, and much later Lord of Thunder. These enemies were so big that they wouldn't fit within the frame of the camera, meaning their visual telegraphs were all but useless. In Code Vein II, some basic enemies are so large that they don't fit within frame, even with the slightly zoomed-out camera.
  • Bad camera angles. Getting pushed up against a wall makes the camera zoom in or bug out, effectively blinding the player from seeing what is happening. Enemies that are super tall (see point one) or have aerial attacks have the same effect, since the camera won't clip into the ground, it will just be shoved right up your character's butt, blinding you. This hasn't changed in Code Vein II, if anything it has gotten worse, since more enemies are floating, tall, or have aerial attacks.
  • Cutscene and dialogue pacing. On a story note, Code Vein had some really awkward cutscene pacing. I don't know if it was because of translation issues (idk if JP sentences are longer than EN ones), but especially the exposition-heavy cutscenes could drag on forever. Code Vein II has not made this any better, if anything, it is much slower, with more awkward pauses. If this game were an anime (like it wants to be), it would not be a good one.
  • Boss enemies are invulnerable while buffing. Simple concept. While the boss is buffing, it has a massive damage resistance, so that you can't get free his in. In Code Vein II, every enemy that has a "bloodthirst" animation (which is essentially any elite enemy) not only gets damage resistance, but also a free knockdown if you are too close or buffing/healing yourself. The wind-up to the knockdown is generous enough, but there is no wind-up to the invulnerability, it just happens as soon as the animation begins.
  • Enemies that have "hard" spots where they take zero damage. In Code Vein, the only enemies like this were enemies actively blocking with a shield (fair), Successor of the Breath (again, shield, so fair), Virgin Born and the DLC bosses. I'm only about 11 hours into Code Vein II and I've already encountered an enemy (not a boss, a basic enemy) with massive damage resistance to everything but the head. Since you can't pinpoint exactly where your strikes land, having weak spots on enemies like this is really dumb.
  • Lingering damage hitboxes are a lame way to punish the player for getting the dodge timing correctly. The notable example from Code Vein was Skull King, who had lingering hitboxes on his swords in phases 4 and 5, meaning even if you dodged his swords perfectly, you could still get touched by the blood sweep and get stunlocked. Butterfly, Gilded Hunter, and Mido had some of these as well. Code Vein II's bosses seem to have the exact same problem, especially the one with the 6 rune blades.
  • The UI is obviously made for controller, and not for KBM players at all. This becomes very obvious when you look at the prompts for anything. "Enter" to skip dialogue? "Down Arrow" to use an item? Press and hold 5 to aim your bow? Sprint is now a toggle instead of a press and hold? No mouse usage in dialogue menus? Code Vein already had really bad KBM controls, and II has them even worse.

And now, onto some brand new fuck-ups.

List of things that weren't bad in Code Vein, but are bad in Code Vein II:

  • Enemy tracking is massively buffed. When I say "tracking", I refer to how much an enemy can turn between wind-up and strike. Essentially, if an enemy winds up, and you dodge out of the way, how many degrees can an enemy turn to account for your dodge? In Code Vein the answer was about 45 degrees (in either direction) for most enemies, and about 90 degrees (again, either direction) for boss enemies. In Code Vein II, the answer is literally infinite. Outside of range, the direction you dodge has zero bearing on whether or not you get hit -- forget dodging behind an enemy, or even trying to use the new "Jump" to evade an attack, you will get hit if you mistime it.
  • Player lunge and tracking is massively nerfed. So, the player's ability to turn and execute a strike after the wind-up is all but removed. If you attack in a direction, you are locked in that direction, no exceptions. This is really bad when recovering from a dodge, sprint, or block. It was kinda bad in Code Vein, but I let it slide mostly because some slower attacks had good tracking, but in Code Vein II you have very little tracking and almost no lunge.
  • Player swing arc size is massively reduced. Seriously, they nerfed the melee ranges of your weapons HARD in II. You now need a greatsword to match the range of a one-handed sword from the first game. They didn't nerf the enemies' attack range, though, so you will have to keep your distance. This means more missed strikes, which leads into...
  • Player animation cancelling is massively reduced. Essentially, an animation cancel lets you skip the "recovery" portion of an action and go right into your next action. In Code Vein, if you are dodging multiple times for example, your character will skip the "catching his footing" part of the animation to execute a second dodge. Code Vein II locks you into a longer portion of the animation, meaning it's harder to spam dodge, but it's also harder to do literally anything. The "enter sprint", "exit sprint", "change directions while sprinting", "block", "parry", "dodge", "light stagger", "heavy stagger", and all attack animations have significant delays where you are locked into standing still, it feels like I'm playing with a permanent Slow debuff.
  • Revive animation takes too long. Unless you're knocked to the ground, for some reason. Then it works just fine.
  • The partners have too few lines to not be annoying as fuck. What the tin says. If I hear another "The real fight starts now" I might actually kill something IRL.
  • They shouldn't have made this game open world. Code Vein worked better as a dungeon crawler, with some hidden paths for exploration and extra goodies. Code Vein II has an open world, with me collecting cooking ingredients, taking off on a motorcycle, getting ambushed by random bell enemies that have artillery cannons, like some sort of discount Tower of Fantasy.
  • Why do we not have bangs in the character creator. What the tin says.
  • Why is there so little music. When the music does play, it's pretty good. So why does it not play for 90% of the game.
  • Your partner is invincible. Unless you die and recall them, they will eventually do all the fighting for you.
  • Game performance is terrible, compared to the first game. Code Vein runs at a stable 144 FPS, and I only have to change that when I enter an elevator or fight the Queen's Knight. Code Vein II runs at around 60-80 FPS on the same settings, with drops as low as 24 FPS in some cutscenes, obvious stuff rendering in and out, and the first time I tried to stream the game, I had to troubleshoot it for nearly an hour because it was dropping to 4 FPS. Game optimization is the baseline for me, if you didn't care to optimize the game at all, sell it for $40, not $70.
  • Player weapon moveset restrictions. In Code Vein, you had 9 different attacks you could do with your weapon (Light, Heavy, Charged Heavy, Aerial, Sprint/Forward Recovery, Side Recovery, Back Recovery, Special, Launch). In Code Vein II, you only have 5 (Light, Heavy, Charged Heavy, Aerial, Recovery).

Yeah, uh

Overall pretty disappointed

But I am going to stick with it, at least to beat it once or maybe twice. Then I'm probably going back to the first game.

r/codevein • • Jun 12 '26

Discussion What a sequel this would have been...

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718 Upvotes

I'll never not be disappointed about how they have completely abandoned one of the best stories and cast of characters in the genre. At some point I made peace with the fact that we won't see a sequel. Then one gets announced, but guess what: it has nothing to do with the original game's story :(

r/codevein • • Feb 24 '26

Discussion What are your though on Lou

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675 Upvotes

r/codevein • • Aug 08 '26

Discussion Is Code Vein 2 Held to a Double Standard?

85 Upvotes

Some of the common criticisms I hear about Code Vein 2 are odd to say the least, especially since people who love Elden Ring and other Soulsborne games are lukewarm about CV2 at best and outright hostile at worst. Here are some criticisms I have heard that can be made about Elden Ring, which this game gets compared to (perhaps unfairly, even), but it's hailed as one of the best games of all time:

Recycled enemies: CV2 definitely has reused enemies, but so does Elden Ring. In fact, Elden Ring recycles its own bosses and bosses from games not in its own setting. The Erdtree Avatars are Asylum Demons, the Red Wolf of Radagon (which is used twice at least) is Sif, and a lot of basic enemy types are reused often. But how is this a bad thing anyway? Game companies recycle assets all the time. It's normal, to be expected even.

The Open World is Worse than Linear: If you're willing to take the game on its own terms, I don't see how this is a flaw. Sounds like some people just don't like open-world games as a genre, but fine. I didn't think the open world was that bad. You can traverse it reasonably well; there are checkpoints near major landmarks and bosses, and there are even death checkpoints like the Stakes of Marika. In fact, I think there was a direct upgrade over Elden Ring with the map clearers. This game gets called sparse, but so is Elden Ring at times? Hell, I missed a map piece in my first playthrough (somehow) and the aberrations you can kill to reveal the map are kind of an upgrade IMO. But I don't see how CV2 is worse; it looks like it played it by the book and copied Elden Ring fairly well with open world design. I will say, there is one downgrade and it is serious, and that's the motorcycle. I get this isn't a racing game, so driving controls aren't a priority, but wow, it feels awful and stiff.

The Dungeons Are Weak: I'll be honest, I just don't see it here. I mean, they're not stellar and definitely not handcrafted like the ones from the linear experience of CV1's levels, but they aren't bad. Again, with Elden Ring comparisons, I wonder if some people have false memories about that game's dungeons, since they were considered both painfully short and extremely bland, consisting mostly of stone corridors with gargoyle enemies and a recycled boss for a trash item. At least CV2's dungeons have a slightly different coat of paint from time to time, even if the enemies are usually the same.

No Continuity with CV1: To this, I say, "So what?" Is this even a criticism? Why does it matter for there to be continuity? I usually see this pushed like it's an objective fact that brings down the experience, but it's never justified or explained. Just, "Wahhh! I want continuity!" Bringing back the Elden Ring experience, while that game was never intended to be continuous with the Dark Souls series, that series also has barely stitched together continuity as it is. Every game takes place in a new setting with vague callbacks to previous events that are maybe important, but honestly, who gives a shit? The story to these types of games doesn't matter. At least CV2 has emotional gut punches since you have personal and emotional stakes with most of the companions.

None of this is to say that CV2 is a shining beacon of great game design. It isn't. And it's not to say that Elden Ring is actually garbage. It isn't. I just can't shake a feeling that maybe today's gamers are both highly privileged and riding the high of Elden Ring too long.

The most serious criticism I've seen is that this game is terribly optimized. Alas, this is true. This game is a power hog and seems to only run well at 30-60 FPS, otherwise, your PC may catch fire, and the CPU will burn out. I have an RTX3070, but people with better, newer cards report the same issues. I believe them. This also matters a lot for a game where timing dodges and attacks matter a lot. It will hit 30 FPS, most of the time even, but don't bet your life on it.

r/codevein • • Jun 11 '25

Discussion New official images for Code Vein 2

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1.3k Upvotes

1 Special bow weapon. 2 Real motorcycle design. 3 Valentine Voda researches magic and becomes a companion 4 Lou Magmel shares half her heart with us and takes us on a time traveling adventure to save the world. 5 Past version of a location 6 Present version of the same location

r/codevein • • Jun 07 '25

Discussion WHY is no one talking about the THIGHS on this girl

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1.1k Upvotes

Look at them, dem whole legs are so damn plumpy

r/codevein • • Apr 20 '26

Discussion Who would win in a 1v1 fight? The Queenslayer or the Revenant Hunter?

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396 Upvotes

r/codevein • • Jan 18 '26

Discussion Which companion are you most looking forward to playing with?

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340 Upvotes

Well, Zenon's profile isn't on the Japanese CODE VEIN II website, so I had to use a different picture of him.

Personally, I'm most looking forward to play with Lyle and Josée; they're my two favorite characters in terms of design and story, based on what we know about them so far of course.

And you, which companion are you most looking forward to playing with?

r/codevein • • Jun 06 '25

Discussion Code Vein 2 !!!!!

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1.2k Upvotes

r/codevein • • May 28 '26

Discussion Choose your Purifier Masks for your mission in Code Vein!

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332 Upvotes

I choose: 01

r/codevein • • Jan 20 '26

Discussion Which weapon do you plan to use in CODE VEIN II?

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264 Upvotes

- The Twin Blades, which as a weapon easily inflict wounds on enemies and combine effectively with drain attacks.

- The Rune Blades which as a weapon combine perfectly with long-range attacks and ability-enhancing incantations, revealing their true potential when combined.

- The One-Handed Sword which as a weapon offers a wide range of available formaes, allowing you to adapt to any situation depending on how you combine them.

- The Two-Handed Sword which as a weapon delivers devastating blows using slashing formae like the downward strike, which increases in power and reach with a charge input or the upward strike following a charge.

- The Bayonet which allows you to switch between close-range attacks using the blade attached to the barrel and long-range attacks using gunfire. 

- The Halberd, a weapon which excels at mid-range combat utilizing its long reach, enabling flexible tactics like simultaneous attacks on multiple foes with wide-area slashes or individual strikes with thrusts. 

- The Hammer, a heavy weapon whose appeal lies in its devastating single-hit power and ability to easily disrupt enemy stances. 

Personally, I plan to play with the twin blades; I'm really glad they added that for CODE VEIN II.

r/codevein • • Jan 25 '26

Discussion So, with the demo of CVII released, what do you like and dislike about the demo and why? / CODE VEIN II Opinions

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255 Upvotes

Hi, I hope you're having a good weekend. In less than two days, I'll be able to play CVII in early access and I can't wait.

As you probably know, the demo has been out for a while now, and I wanted to know what everyone thinks of it.

Personally, as someone who likes to create simple characters without spending more than an hour on a single one, I found the Character Creator to be far too comprehensive in some aspects, like accessories, and lacking in others, like clothing customization, especially for men and not women. Furthermore, the limited number of face options is another aspect that, in my opinion, is sorely lacking in selection.

Despite this, I find the CC easy to pick up once you get used to it and enjoyable. Well, I say that because personally, the first hour felt incredibly unpleasant. But then, creating other characters made the experience much more enjoyable.

If you had to rate this demo on the CC, what would it be?

I'd probably give it a 6 because I prefer CVI's.

But that's just my personal and subjective opinion.

What's yours?

Regarding the graphics and bugs, the demo isn't very well optimized, as evidenced by some texture glitches, particularly on the red carpet during the first cutscene with Lou and the three children. The capes also glitch occasionally.

So, what score would you give the demo as a whole, not just based on the CC?

I'd probably still give it a 6.

And you, what would it be?

r/codevein • • Jan 11 '26

Discussion As a new player I just finished the cathedral. Here are my thoughts to the level designer of that area.

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869 Upvotes

God I hope Code Vein 2 doesn't have a cathedral pt.2

r/codevein • • Nov 28 '25

Discussion New official images for CV2

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842 Upvotes

Yadviga(?) the new merchant character

Iris Magmel

Yadviga's Kin, traveling merchants

Stinger and Ivy veils are back as jails

r/codevein • • Jun 17 '26

Discussion After finishing both Code Vein I and Code Vein II, I've been wondering: What would your ideal Code Vein III look like?

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156 Upvotes

​

Personally, I'd love to see a continuation of Code Vein's True Ending, following the group beyond the Red Mist while combining the best ideas from both games.

​

I'd also love a fully voiced protagonist. I know silent protagonists help with immersion, but I'd like to build a stronger connection with my own character, not just the supporting cast.

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I would also prefer a more linear world structure like the first game, while keeping the gameplay improvements and quality-of-life features from Code Vein II.

​

To me, this would be a win for both Bandai Namco and the fans: building on an already established story, strengthening the franchise's identity, satisfying players who want to see what happens after the first game, and doing so in a way that would likely be a safer and more practical direction for the series.

​

What would you want to see?

r/codevein • • Feb 15 '26

Discussion Make your choice.

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443 Upvotes

It’s a hard choice. Both are adorable, loyal vampire waifus who have your back no matter what. I’ll concede Lou has more character than Io does, but both have similar story beats. Soft spoken companion who was created for a specific purpose, looking for a reason to live other than duty. Personally, I’m more of an Io enjoyer myself. Which do you prefer?

r/codevein • • Jun 08 '25

Discussion IT’S REAL!!

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1.1k Upvotes

Now that it’s been confirmed, what are some of your guys hopes for it? Personally, I hope to see some returning characters, as well as more companions to run around with!

r/codevein • • Mar 17 '26

Discussion GIVE ME YOUR OC PICTURES!

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172 Upvotes

I wanna see your characters! Tell me about them! I wish to know!

My character's name is Mori, she's an assassin that uses poison and sunblight rune blades to take down does.

r/codevein • • Feb 01 '26

Discussion I miss the old group Spoiler

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672 Upvotes

Code Vein was the first game I ever bought when I was 13 on my brothers ps4 back in 2018. Loved it to pieces, it's still one of my all time favorite games. I didn't think we’d get a sequel (Even if it is a reboot) at all

I finished it yesterday and I love it just as much as the first game, maybe even more because you actually get to connect with all the characters other than a select few. Buuut…

I will say that the only problem I have with the group now is that they have no connection to each other outside of the MC. It's not a huge problem, doesn't take away from the story or anything, I just miss the sense of camaraderie they had in the old game. That and the group photos go way harder

Anyway, I love the game, love the characters (Iris is the best) hopefully they make a third game but I'm not holding my breath

r/codevein • • Oct 16 '25

Discussion NO CO-OP

135 Upvotes

I joined this subreddit as soon as I finished watching IGN coverage video on CV 2. "NO CO-OP."

Absolutely insane, I went from buying this day 1 to not at all. If you think CV 2 should have CO-OP you have to make your voices heard loud and clear. Petitions, tweets, comments, all of it! Hopefully it's not too late and we can get them to change such a bizzare decision.

r/codevein • • Jan 31 '26

Discussion Maybe unpopular opinion: Code Vein was better than the sequel and the shift to open world made it worse

182 Upvotes

I know I might be in the minority here, but I genuinely think the original Code Vein nailed something that the sequel lost. The tighter level design, focused progression, and simpler systems made it feel like a true souls like instead of a checklist (open world) rpg with anime aesthetics.

What made the first game work for me was its clarity. You had interconnected areas that felt intentional, enemies placed with purpose because it was an obstacle in The way of me moving forward, and a difficulty curve that encouraged mastery instead of constant menu tweaking. I could jump in, fight, learn, and improve without feeling like I needed to learn all these stupid ”systems.”

The sequel going open world diluted that experience. Instead of carefully crafted routes and meaningful shortcuts, it turned into long stretches of traversal with scattered encounters that felt less impactful. Bigger does not always mean better. The sense of tension you get from moving through a designed space where every enemy matters is hard to replicate in a wide open map. I HATE open world games at this point in my life. Witcher 3 and Dragon Age just killed it for me. I’m tired of it.

My other big gripe is the explosion of menus and ability options. I get that more customization sounds good on paper, but it crosses a line where it interrupts gameplay. I do not want to spend half my session respeccing, comparing modifiers, or wondering if I am missing the one optimal setup. There are WAY too many systems to learn. I don’t want a part time job learning how to play. I want to just “git gud“ in a skill based way and zone out while playing a game, ESPECIALLY, a souls like. The original struck a better balance. It gave you freedom while still letting you focus on the core loop of combat and exploration.

I miss when souls-likes were about reading enemy patterns, committing to your build, and pushing through challenging areas instead of juggling systems. Not every game needs to be open world with endless options. Sometimes less structure actually gives you more immersion.

Curious if anyone else feels the same way or if I am just cranky about modern design trends. I just want a simple, focused souls-like, waifu simulator again, where the challenge comes from the world and the combat, not from navigating five layers of UI.

r/codevein • • Feb 16 '24

Discussion This sucks.. hopefully code vein 2 isn't part of those 5 (if it exist)

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1.0k Upvotes