First Impressions of… Victor Vran

There’s a voice in your head telling you to do things. Literally.

Victor Vran is a rather unique ARPG that attempts introduce new ways to approach old problems. Most significantly through the character development mechanics, where many common elements (such as character classes) are absent. Everything is handled through the myriad equipment options you’ll be presented with. Outfits will affect how your build performs in combat and which bonuses you’ll have, while the various weapon classes have different abilities and you’ll need to learn how best to use the many options at your disposal.

Even the Demon Powers are freely available regardless of build choices.

The most extensive character development mechanics are available through Destiny Cards. Each will provide different bonuses to different aspects of your build, which, in true ARPG style, will be completely randomised and come in many different flavours. So you’ll be looking to find, buy, or Transmute more as you go along. Certain Outfits will provide bonuses to the number or value of the Destiny Cards you’ll be able to equip. Otherwise, you’ll be earning more slots and capacity through levelling. The aforementioned Demon Powers will consume your Overdrive pool (which builds through combat or through specific actions), and, much like Destiny Cards, will be available in varying strengths and with different bonuses.

It’s quite a comprehensive set of character development mechanics and allows for almost limitless build options. Whether many of those builds will even be viable in the later content is a different matter entirely, but it’s an interesting approach all the same. Most notable of the changes to the typical ARPG formula is the inclusion of dodging and jumping.

Banish the wicked with the concentrated power of rainbows!

It seems like a fairly minor change but it makes a significant difference. I’ve had to remember on more than one occasion that jumping is possible, as I’ve looked at the map and tried to figure out how to get to a particular area only to realise I’m supposed to jump over that hedge or bush. Dodging is somewhat notable but pretty simple- you roll out of the way of damage. It doesn’t seem to be restricted in any way, either. So feel free to roll endlessly across open stretches of previously explored map. Or, you know, roll away from the endless hordes of enemies.

The controls can be interesting at times, too.

There are multiple options for those who would like to use a mouse and keyboard, mouse movement, or a controller. But I’ve never really felt that they are as natural as the control systems they’re hoping to emulate. I’m particularly frustrated with the inventory management with the controller. It’s even more interesting trying to manage your storage. Not that there’s really any reason to use your storage, as, as far as I can tell, the inventory is endless. But if you like organising things- have fun! It’s very soothing after hours of slaying beasts. Otherwise the controls respond as you would expect them to and there are a lot of different options if you like tinkering. The combat feels fluid and enjoyable regardless of the control system, too.

I’d highly recommend Victor Vran for many reasons. Mostly due to how content dense it is. There are numerous challenges, secrets, and other goodies scattered across the many areas of the world which make it really enjoyable to experience. Rarely will you run from point to point with little else to see or do. It’s also got a weird sense of humour to keep you smiling throughout.

Have a nice weekend, all!

Moggie

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One thought on “First Impressions of… Victor Vran

  1. Pingback: January to March 2017 – Moggie @ WordPress

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