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Gamebixby > PC Games > Can I do work like first-person souls? Playing Napoleon Parryfest’s Courage Mortis suggests OUI
PC Games

Can I do work like first-person souls? Playing Napoleon Parryfest’s Courage Mortis suggests OUI

Published September 3, 2025 7 Min Read
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7 Min Read
Can I do work like first-person souls? Playing Napoleon Parryfest's Courage Mortis suggests OUI
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This becomes the hatred of the undead meat that the man of Napoleon Bonaparte mysteriously melted, due to another level of first-person Valor Mortis. The series is all about cyberpunk’s Katana and Zippy Wall Running, but its punishment, trial and error combat should resonate with those who spend most of their time in the Campfire. disease Also Say this about Valor Mortis: I played it and I want to play more.

Of course, this is not the first time that Soulsie’s fear has been fought from a behind-the-scenes perspective. The entire genre was built on experience with the software making King’s field games. This has affected recent FPP dungeon crawlers like Lunacid and dungeon blood and dreams. But the warmly lit safe place, a suite of hot-swappable off-hand power, and Valor Mortis feel like the first big attempt at first-person melee fighters playing a soul-like hit as codified in modern times.

That said, perspectives can reach the same limit as innovation. I’ve only played the expansion tutorial and the first boss fight, but it seems like there’s very little chance of more elaborate acrobatics and spellcasting that you can experiment with, say, Eldenling. The lack of peripheral vision makes positioning important to avoid adjacent manipulation by the disgusting henchmen of Little Corporal, but that is also a common consideration in third-person games.

Still, being in the mud adds a specific thing I don’t know what For swordplay. Parry is both tactically important (sequential deflections open the enemy for a powerful critical strike), but also feels more powerful against the fact that other blades are directly enduring your face. There is also some tension when you can’t easily look at the enemy like in a game where the camera is hanging behind you. My demo plays this directly and tasping me to charge a trench covered in a height rifleman who would be very happy to put the lead ball on his skull because I peered over him too much.

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The first person view also gave me a lovely (terrifying) look at Valor Mortis’ monster design. I had a small, huge pustules that were mostly to worry about fighting men in the shape of men – damages inflicted by the strange, meaty devastation that seemed to have all been hurt in the consistency of the grilled cheese sandwiches in the pulled apartment. But there are some appropriately nasty brokes here and there, like poor grass with arms and spine snapping backwards, or poor grass with rabies dog-like quadrupeds. Or a mini boss, ammunition, formed by two unfortunate young people who are fused under corruption. The introductory boss is a further escalation of Goop’s influence. This is a towering general absorbing enough body to sprout the hands that inhale multiple flintlocks from their shoulder blades. Godric’s cousin was probably even implanted with Gudric, but even Godric never had a nodal face that his limb donor presses on the skin.

N Valor Mortis' dual sable opposition.

Like a good soul, there’s a clear sense that you’re dueling these guys individually, rather than just hitting them aside. It’s all about seeing and communicating movements, pushing an attack during an opening, or avoiding or accepting an initiative. especially Parrying – that general was subjected to my regular attacks like a frozen cow slab, but after switching to a more defensive strategy of a properly timed block, I was able to steam his stamina and go more reliably to a critical hit.

Saber doesn’t bother you with a slightly heavy feeling on your mind. In the demo, it had a quick yet light sensation that was very similar to Ghostrunner, and worked well because it gave most bad guys one hit kill. Here, if anyone can withstand multiple cuts, then at least outside the appearance or canned finisher, there is less sense of power.

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I also wish I had seen more of what you can do with a hand that doesn’t have your title. It sounds like most of the offensive kind of thing is where they lie. After finding the mundane revolver, I finally gained the power to shoot a cone of flame from my palm, Bioshock style, and was able to switch between the two depending on whether I wanted to snipe at weak points or control crowds (or burn them into secret paths). Like many of the Valors in Mortis, it was a bit derivative, but was run competently, but if there is a possibility of truly exciting off-hand features, the closest thing I can see was the youngest bud of the skill tree.

The devastation affecting Mortis' courageous battlefield forms a tunnel towards his trapped body.

To be fair, there’s a lot to see. Another level rep said, at least the linear shit I’ve been fighting would eventually expand into much more open and exploreable areas, so I hope physical freedom is closely related to more fighting toys. And that wasn’t to say I hated core swordsmanship. After feeling the timing of Parry, I definitely enjoyed the flow.

In other words, there may be something in this first-person soul-like Malakar, so I’ll keep an eye on the brave Mortis as I shuffle towards the vague “2026” launch. If nothing else, I like the idea of ​​Napoleon as the (possible) villain in a body horror action game. Hopefully we will fight him. He was riding the reclaimed bones of that horse we stole, so oozing out from under the becone and twisting the flesh.


Check out the Gamescom 2025 Event Hub for all PC Games Announcements and Cologn Preview Coverage.

(TagStoTranslate)Valor Mortis (T)Action Adventure (T)Gamescom 2025 (T)Onemorelevel (T)PC (T)Preview (T)PS5 (T)Xbox Series X/s

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Reading: Can I do work like first-person souls? Playing Napoleon Parryfest’s Courage Mortis suggests OUI
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