Compare The First Berserker: Khazan prices across 50+ stores and find the best deal. Developed by Neople. Published by NEXON. Released on 3/27/2025. Available on PC, Xbox. Genres: Action, Adventure, RPG.

A revenge-fueled Souls-adjacent brawler that hits harder than its marketing suggests - spectacular boss design and a surprisingly legible story, undermined by repetitive level corridors and an onboarding curve that will eat newcomers alive.

I went into Khazan expecting another Nexon product padded with filler content and corporate-safe difficulty tuning. What I got instead was one of the most committed boss-gauntlet experiences in recent memory, wrapped in a cel-shaded anime aesthetic that actually works. The premise is straight genre fiction: Khazan, disgraced general of the Pell Los Empire, survives execution through a pact with a Netherworld spirit called Blade Phantom, and spends the next 35-plus hours systematically dismantling the people who wronged him. It sounds derivative. It mostly is. But the execution has real conviction. The combat is where Khazan earns its keep. At its core, the system runs on stamina exhaustion: you chip away at an enemy's stamina bar alongside their health, and once they're staggered you can land a Brutal Attack that replenishes your own gauge. Layer on top of that a Brink Guard and Brink Dodge mechanic that rewards near-frame-perfect timing, a Spirit gauge filled by landing hits and parries, and up to six equippable weapon skills mapped to trigger combinations, and you have a system with more moving parts than it initially shows. The three weapon types - dual blades, greatsword, and spear - look limited on paper, but each has its own full skill tree plus a shared Common tree, and the depth of each path holds up well into late-game build theorycrafting. Spear users lean on stamina drain and dodge-cancel mobility via skills like Crescent Strike and Afterimage Thrust; greatsword players chase charged-attack juggles using Savage Momentum synergies; dual-wield builds rapidly stack Spirit to fuel high-burst finishers like Ruthless. The variety is real, not cosmetic, and the ability to respec means experimenting is low-cost. The story sits above the Souls-genre average, which is not a high bar, but Khazan clears it with some margin. The writing is direct rather than cryptic - cutscenes explain motivations, allies stationed in the hub area called the Crevice offer exposition on request, and the Blade Phantom relationship gives Khazan a second voice to play off. Veteran RPG players expecting branching dialogue or meaningful choice will be disappointed; this is a linear revenge odyssey with a fixed protagonist, not a roleplaying sandbox. The hub NPCs, while individually likable, mostly function as merchants or quest dispensers rather than characters with real arcs. That is a fair criticism. The bigger structural problem is the level design: mission after mission sends you through corridors that look like medieval garrison towns with the color palette slightly adjusted. The game is shockingly large for its structure, but the environments do not match the artistry spent on the boss arenas, which are genuinely spectacular. A note on difficulty: the game ships with multiple modes, and there is a wall early on - a Dragonkin boss named Viper that the community quickly dubbed the "newbie crusher" - that will end runs for players who haven't internalized the stamina-break loop. The difficulty tuning has been patched since launch, but even on normal the game demands patience. The expert mode (locked behind a first playthrough completion) is where the hardcore crowd will spend most of their time. The parry window, the Brink Guard timing, the decision to carry six skills versus which six - none of this is optional depth. If you are not the type to reread tooltips and retry bosses forty times, this game will make you feel personally targeted. For RPG-focused players who prioritize narrative above all: Khazan is a solid B. The story is told clearly, the world has real lore behind it (rooted in the Dungeon Fighter Online universe, though zero prior knowledge is required), and the character interactions land more often than they miss. For action-game players who want mechanical mastery, build variety that holds past hour forty, and boss fights that feel like final exams: Khazan is closer to the top of its crowded genre. The corridor filler is real and the supporting cast is underwritten, but the combat loop at its peak is the kind of thing you replay in your head after you close the client. Monika, Scout Team

The First Berserker: Khazan
ActionAdventureRPG

The First Berserker: Khazan

Mar 27, 2025NeopleNEXON
GamerScout Says

A revenge-fueled Souls-adjacent brawler that hits harder than its marketing suggests - spectacular boss design and a surprisingly legible story, undermined by repetitive level corridors and an onboarding curve that will eat newcomers alive.

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About The First Berserker: Khazan

I went into Khazan expecting another Nexon product padded with filler content and corporate-safe difficulty tuning. What I got instead was one of the most committed boss-gauntlet experiences in recent memory, wrapped in a cel-shaded anime aesthetic that actually works. The premise is straight genre fiction: Khazan, disgraced general of the Pell Los Empire, survives execution through a pact with a Netherworld spirit called Blade Phantom, and spends the next 35-plus hours systematically dismantling the people who wronged him. It sounds derivative. It mostly is. But the execution has real conviction. The combat is where Khazan earns its keep. At its core, the system runs on stamina exhaustion: you chip away at an enemy's stamina bar alongside their health, and once they're staggered you can land a Brutal Attack that replenishes your own gauge. Layer on top of that a Brink Guard and Brink Dodge mechanic that rewards near-frame-perfect timing, a Spirit gauge filled by landing hits and parries, and up to six equippable weapon skills mapped to trigger combinations, and you have a system with more moving parts than it initially shows. The three weapon types - dual blades, greatsword, and spear - look limited on paper, but each has its own full skill tree plus a shared Common tree, and the depth of each path holds up well into late-game build theorycrafting. Spear users lean on stamina drain and dodge-cancel mobility via skills like Crescent Strike and Afterimage Thrust; greatsword players chase charged-attack juggles using Savage Momentum synergies; dual-wield builds rapidly stack Spirit to fuel high-burst finishers like Ruthless. The variety is real, not cosmetic, and the ability to respec means experimenting is low-cost. The story sits above the Souls-genre average, which is not a high bar, but Khazan clears it with some margin. The writing is direct rather than cryptic - cutscenes explain motivations, allies stationed in the hub area called the Crevice offer exposition on request, and the Blade Phantom relationship gives Khazan a second voice to play off. Veteran RPG players expecting branching dialogue or meaningful choice will be disappointed; this is a linear revenge odyssey with a fixed protagonist, not a roleplaying sandbox. The hub NPCs, while individually likable, mostly function as merchants or quest dispensers rather than characters with real arcs. That is a fair criticism. The bigger structural problem is the level design: mission after mission sends you through corridors that look like medieval garrison towns with the color palette slightly adjusted. The game is shockingly large for its structure, but the environments do not match the artistry spent on the boss arenas, which are genuinely spectacular. A note on difficulty: the game ships with multiple modes, and there is a wall early on - a Dragonkin boss named Viper that the community quickly dubbed the "newbie crusher" - that will end runs for players who haven't internalized the stamina-break loop. The difficulty tuning has been patched since launch, but even on normal the game demands patience. The expert mode (locked behind a first playthrough completion) is where the hardcore crowd will spend most of their time. The parry window, the Brink Guard timing, the decision to carry six skills versus which six - none of this is optional depth. If you are not the type to reread tooltips and retry bosses forty times, this game will make you feel personally targeted. For RPG-focused players who prioritize narrative above all: Khazan is a solid B. The story is told clearly, the world has real lore behind it (rooted in the Dungeon Fighter Online universe, though zero prior knowledge is required), and the character interactions land more often than they miss. For action-game players who want mechanical mastery, build variety that holds past hour forty, and boss fights that feel like final exams: Khazan is closer to the top of its crowded genre. The corridor filler is real and the supporting cast is underwritten, but the combat loop at its peak is the kind of thing you replay in your head after you close the client. Monika, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaSouls-likeBoss-Rush-AdjacentStamina-Break-CombatBuild CraftingCel-ShadedRevenge NarrativeMission-Based StructureParry-FocusedDungeon Fighter Universe

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Game Info

Developer
Neople
Publisher
NEXON
Release Date
Mar 27, 2025

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