While FromSoftware has become synonymous with the punishing yet rewarding gameplay of the Souls series, many younger fans remain unaware of the studio’s earlier work that laid the groundwork for everything that followed. The King’s Field series, a collection of first-person action RPGs released between 1994 and 2001, served as the spiritual predecessor to Demon’s Souls and established many conventions that would later define an entire genre. Now, with FromSoftware having moved firmly away from this first-person formula, indie developer Kasur Games has stepped in to fill the void with Verho – Curse of Faces. In a refreshingly honest marketing approach, the game openly advertises itself as “a Dark RPG following the tradition of the King’s Field series.” The question remains: can this independent homage successfully revive a style of gaming that has been dormant for a quarter of a century?
A World Shrouded in Mystery and Masks
Verho transports players to a medieval realm that has endured centuries of devastation following a mysterious curse that decimated most of humanity within mere hours. This catastrophic event ushered in three hundred years known as the Era of Solitude, during which the scattered survivors of humanity eked out existence in isolated caves, hidden kingdoms, and remote villages. The truth behind this apocalyptic curse was eventually uncovered by a figure known only as the Maker: any human who gazes upon another’s bare face condemns both individuals to immediate death. This discovery led the Maker to assume a messianic role in society, crafting masks for the remnants of humanity and initiating what became known as the Era of Masks. It is within this intriguing setting that the player’s journey begins, as they venture to the ancient kingdom of Yariv, believed to be the source of the Curse of Faces. Upon entering, a strange mist envelops travelers, stripping them of their memories and setting the stage for an exploration of forgotten lands and buried secrets.
The lore of Verho draws heavily from the oppressive, melancholic world-building that characterized the original King’s Field games while adding its own unique mythology. The concept of masks as both protection and identity creates fascinating social dynamics throughout the game, with NPCs discussing the philosophical implications of never seeing another human face. This narrative framework provides more than just window dressing; it fundamentally shapes the game’s atmosphere and the player’s understanding of every character encounter. The writing demonstrates a clear understanding of what made FromSoftware’s environmental storytelling so compelling, scattering clues and fragments throughout the world that reward attentive players.
Authentic Retro Design Meets Modern Sensibilities
From a purely visual and mechanical standpoint, Verho – Curse of Faces represents a masterful recreation of late 1990s game design. The game combines the chunky, blotchy-textured polygons characteristic of the first three King’s Field games on the original PlayStation with the complex terrain layouts and impressive verticality introduced in King’s Field IV on the PlayStation 2. Visual callbacks abound throughout the experience: the foggy, heavily saturated color schemes, the floating compass occupying the heads-up display, the distinctive VCR-slot button designs adorning walls, and enemy designs that feel simultaneously familiar and fresh. For players who experienced the King’s Field series during its original release, Verho will feel like discovering a lost sequel that somehow escaped notice for decades. This authenticity extends beyond mere aesthetics into the fundamental game feel, capturing the deliberate pacing and weighty combat that defined the genre’s origins.
However, this commitment to authenticity comes with certain caveats that potential players should consider carefully. If the history or distinctive style of the King’s Field series holds no immediate interest, Verho may prove a challenging recommendation. Many criticisms that could be leveled at the game might equally be dismissed as intentional design choices honoring the era being emulated. Enemy tracking demands considerable patience from players; unlike modern Souls-likes where breaking line of sight allows enemies to lose interest, every aggroed enemy in Verho pursues relentlessly. Flying insect enemies prove particularly frustrating, phasing through obstacles and bouncing toward and away from players with erratic artificial intelligence. The possibility of a ghost bat appearing through a wall during an extended NPC conversation to abruptly end your run is not merely theoretical but a genuine gameplay consideration.
Combat, Progression, and the Art of Patience
The combat system in Verho demands both patience and precision from those who engage with it. Death lurks only a few hits away at any given moment, though experienced players who have memorized routes can quickly recover from setbacks by rushing back into action from Maker shrines. These shrines serve triple duty as bonfires for rest, fast travel waypoints, and locations for character leveling. The Nameless Village functions as a Souls-like hub area, hosting merchants, blacksmiths, and the genre-requisite crestfallen warriors. Among the memorable inhabitants is a giant snake blacksmith coiled around his forge, a visual that perfectly encapsulates the game’s blend of familiar and fantastical elements. Character building offers considerable flexibility, with preset builds available for sorcerers, thieves, knights, and other archetypes, though players can also begin as a blank slate “Forgotten” mask and develop their character organically.
Melee combat operates on a rhythm-based system where sword swings are limited to a single button, held between half a second and two seconds depending on weapon size. A green energy bar beneath the health indicator displays the charged power of each swing, with anything less than a full charge representing wasted effort. Timing the release perfectly with a fully charged bar rewards players with critical hits, transforming combat into a dance of rhythm and spatial awareness. The pattern becomes almost meditative: backstep, charge swing, rush in, release. While strength builds offer satisfying progression from dual-wielding longswords and torches to two-handing towering greatswords and axes, intelligence builds have access to a vast array of learnable rune spells. Blank Masks scattered throughout the game allow for complete skill point redistribution, encouraging experimentation with different playstyles.
A Journey That Rewards Persistence
Perhaps the most important advice for prospective players is that Verho does not frontload its most impressive moments. The opening hours feature environments dominated by fog and saturated colors reminiscent of both early King’s Field entries and Boletaria in Demon’s Souls. However, patience reveals tremendous environmental variety, from haunted barracks and bleak abandoned temples to crimson-soaked swamps and bioluminescent hellscapes that continually refresh the visual palette. Level design demonstrates impressive creativity, blending maze-like corridors, open plains, environmental puzzles, and consistent combat encounters into layouts that frequently loop back on themselves with unlockable shortcuts to Maker shrines. This interconnected design philosophy shows clear influence from the later Souls games while maintaining the first-person perspective that distinguishes the King’s Field lineage.
Boss encounters range from serviceable to spectacular. Some function as little more than enhanced standard enemies requiring extended patience to whittle down substantial health pools. Others achieve genuine epicness through multiple attack patterns and dramatic phase transitions. The simple combat mechanics create unique movement demands; unlike many Souls-like bosses, Verho frequently requires jumping over or crouching beneath attacks. Combined with the timing requirements for sword charges and strikes, this keeps players constantly engaged even against simpler foes. The multi-stage final boss represents the pinnacle of the game’s design ambitions, though overall difficulty falls short of Sekiro’s punishing standards. The soundtrack by Valentino Cervini deserves particular recognition, spanning three hours of music that dances between atmospheric tension and genuine melody, evoking high fantasy compositions while maintaining its own distinct identity. Tracks like “Swamp of the Abandoned” and “Nameless Village” demonstrate remarkable range, complementing every area with carefully balanced moods of hope and despair.
Expert Opinion: Verho – Curse of Faces represents a significant achievement in the retro-revival genre, demonstrating that careful study of classic game design can produce experiences that feel both nostalgic and fresh. The success of this title may signal renewed interest in first-person action RPGs among independent developers, potentially inspiring a wave of King’s Field-inspired games similar to how Shovel Knight revitalized interest in 8-bit platformers. For FromSoftware fans curious about the studio’s origins, Verho offers an accessible entry point into a challenging but rewarding gaming tradition.
