From a distance, The Relic: First Guardian appears poised to join the ranks of solid B-list action titles. However, a closer inspection reveals a game that falls far short of its inspirations, struggling to execute even its own objectives. The experience is consistently marred by a shoddy and broken state, with engaging combat barely able to support a lackluster or unacceptable presentation in every other aspect.
Visually, The Relic fails to impress from the outset. Character models are largely bland, featuring generic medieval fantasy archetypes or peculiar designs that feel incomplete. Facial details are notably lacking, particularly on the protagonist, with only occasional glowing eyes adding any distinction. Many models are surrounded by a low-resolution fuzz, reminiscent of the bloom effects seen in older games.
The game's environments convey a sense of desolation, with most settlements appearing as ghost towns and fortresses as ruins. These areas often look indistinguishable from one another, with geography and oppressive color filters serving as the primary means of differentiating the three main regions. The Faded Mist Forest is tinged with a minty green, Hillsbrad adopts a yellow hue common in certain film settings, and its swamps are a sickly green. Burning villages are overlaid with an orange-red glow that obscures pathways and makes the overall image quality appear smudged. Caves further restrict the player's view by darkening the screen's edges.
Exploration can be occasionally intriguing, provided players can avoid glitches like getting stuck on geometry or loading into the ground. Discovering a promising cave or an elevator leading to a mysterious tower can spark curiosity, but these moments are often undercut by issues such as fast travel points becoming embedded within walls. The game uses environmental storytelling extensively, with notes left by fallen characters guiding players to points of interest. These often reveal tales of loss, with the protagonist making deductions based on environmental clues or through sequentially found notes. This narrative technique is employed with unusual frequency and a lack of restraint.
Many of these side stories, drawing from Korean folklore, are compelling. One notable narrative follows a woman searching for her husband, only to discover her grief transformed her into a monster. While some stories resolve with a poignant twist, others awkwardly insert boss fights, disrupting the emotional impact. The side stories and dungeon bosses are also the primary source of valuable loot. Despite hundreds of loot markers scattered throughout the world, most yield only a small amount of gold. Chests, often guarded or found at the end of divergent paths, similarly provide meager rewards, leading to an excess of gold by the game's third act, discouraging further looting.
Furthermore, many of the game's stories and dialogue feel overwritten and poorly localized, suggesting translation software was used without significant linguistic refinement. Voice performances are generally poor, and subtitles frequently fail to match the spoken dialogue.
Combat is The Relic's most cohesive element, though it operates on a relatively low bar. The five weapon types are distinct, and their single combo strings require precise timing rather than simple mashing. Early game controls can feel sluggish, making rhythm-based combat a challenge. Defensive actions consume stamina, encouraging aggression, yet enemies rarely stagger, forcing players to wait for openings. Enemies can be stunned by depleting their stamina, but the lack of visible stamina bars makes it difficult to gauge their status.
Each region features unique key enemies, but regular foes rarely pose a significant challenge individually. In groups, they can necessitate tactical play, such as prioritizing archers positioned behind larger enemies. Encounter design is further complicated by a janky lock-on system and an unreliable camera, making it difficult to manage multiple foes and leading to frustrating ambushes. Enemies often lack visual appeal, appearing derivative of those found in FromSoftware titles, and their drops are often too meager to be valuable for crafting or purchasing basic items. By the late game, many players may find themselves avoiding them altogether.
Boss encounters are more engaging, with attack patterns that require more thought and designs that are more detailed. However, these fights are also where the game's technical issues and tedious tactics become most apparent. With over 75 bosses, many optional, some encounters exploit the game's technical woes, environmental hazards, status effects, or relentless offense. Some boss fights even suffer from game-breaking bugs, such as bosses failing to appear or becoming immobile.
Weapon skills offer a significant addition to combat, providing impactful offensive and defensive abilities. Each weapon has a two-sided skill tree allowing for distinct playstyles, such as transforming the battle staff into a melee powerhouse or a ranged mage-like tool. However, the large amount of relic points needed to unlock these skills can limit players' ability to explore full styles until late in the game. Relic points are primarily gained from boss fights, quests, or found at specific shrines, and a readily available item allows for respecing builds.
Equipment also plays a role, with passive abilities and drawbacks that affect combat. Relics, which are stones that modify stats, add another layer of customization. While many relics offer basic stat boosts, some provide unique features like temporary invincibility upon taking fatal damage. The game's lack of clear explanations for certain mechanics, such as which special attacks specific relics apply to, highlights its overall design flaws.
The Relic: First Guardian ultimately represents a significant squandering of potential, with its energetic action combat ideas buried beneath a foundation of technical problems and unfulfilled promises.