Set in an age of tyrannical rule brought on by five evil guardians hellbent on using the world's most powerful ancient magic in the form of grimoires we find hope in the form of the last curator. A magic wielder of sorts who is sent to regain the stolen grimoires, and return them to the library so that they might be handed to the proper recipients.
It is through magic based soulslike combat that our nameless curator must work his way through his fallen world, and face off against the five guardians, and their cast of lesser and greater minions. Utilizing the powers of the arcane, lighting, fire, and ice this last curator must dodge, parry, and cast his way through lest this magical world and it's 47 realms be forever lost.
At it's core, "Codex Lost" is a titular title with a protagonist only capable of using magic of the basic, AOE, and ranged sort. All to the tune of arcane, lighting, fire, and ice variants, initially. Each harboring counters to weaknesses held by the monstrous inhabitants of this magical realm. The weaknesses or lack thereof shown through purple, yellow, and white damage indicators. From the start you choose from a list of the previously mentioned spells (up to 3), and make your way from the HQ that is the Codex library to your first location within the world you are a part of.
This first walkthrough has the usual floor writing triggered tutorials that disclose everything from casting spells, to bringing up your shield, and the ability to sidestep or dodge against incoming attacks. That and the ability to switch between a compass, and the usual spells for interactive puzzle solving elements.
As with any soulslike your curator is beholden to three meters that gauge life, stamina, and magic in whatever it is he does. These meters must be minded as you go about clearing the lesser minions, and greater adversaries. Choosing when to dodge, parry, and attack are the keys to victory. Thankfully life can be restored, as per usual, by the game's version of a health flask. This time around it's a red crystal. Crystals like all the other equipment and staff items can be found lying around the world, and even dropped by enemy creatures. Some items and alternate currencies are also used to upgrade stats, and craft additional spell types (toxin, geo, divine, dark).
Through a three item quick access feature you can have your red crystals, your spells that can be cycled through on the go, and one other item of choice positioned for ease of use within Dpad/face button triggered squares. Spells, themselves, are enhanced through their own kind of crystals that are placed in an evolutionary skill tree of sorts, per spell. These crafted/collected alternative crystals can also be exchanged via a crystal exchange NPC for different spell specific crystal types.
Additionally your staff can be upgraded as well via a resident blacksmith that you meet along the way. That, and your base stats can be enhanced using the correct currencies, and vendor be it through gained Halcyon, Drithen, or Arcana dropped from specific enemies. Those of you looking for different weapons will find that there are different staffs to be found mainly from boss fights, and that some of them come upgraded from the start with added bonus attributes. Aside from that there's extra attire that can be found that enhances magic, poise, and weight. Each impacting, and potentially improving upon spell usage depending upon the pairing. These along with charms, a talisman, and other equipment items will make up your curator's loadout.
As far as traversal goes you will be going back and forth from your hub of operations into the outer world fighting your way through lesser enemies and bosses. It is your traditional soulslike grind with the exploration, and magic combat in mind.
The Presentation ...
Surprisingly this indie published soulslike developed by FreeMana Games, and published by Jandusoft is a new-gen worthy experience form a graphical standpoint. It looks good on the PS5, and has all the proper lighting, and effects for a game of this caliber. Enemy types are also varied as they should be. The world itself compliments the magic focus of the story being told through little snippits of info found along the way. The soundtrack is as one would expect from a fantasy driven soulslike. The voice-overs on the other hand are the games shining feat in that they harbor an AAA performance done by British/European actors and actresses.
The Verdict ...
It might not be as grand in scale as a game like Elden Ring, but what 'Codex Lost' achieves is noteworthy enough. It has it's own lore, is purely magic focused, and offers mechanics not seen elsewhere. It's subtle system structures deeply enhance what would otherwise be a basic spell combat situation. It's something different enough to give soulslike fans something new to experience, and on a budget pricing by comparison to some of it's competition. I do recommend it, and hope you give it a try if you like soulslikes!
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