Nodusfall: GameRant's preview after 30 minutes of play at Gamescom 2026
In brief
After 30 minutes of gameplay at Gamescom 2026, GameRant tested Nodusfall by playing as Hexsworn, the game's support character. The verdict is mixed-positive: the soulslike/Monster Hunter structure works and the final boss (black dragon + rider) is visually impressive, but readability in four-player combat and the healer's usefulness from the start raise questions.
Thirty minutes with a controller in hand, three boss fights, a character assigned rather than freely chosen: it's short, but enough to form an initial impression, says GameRant. On PC, with an Xbox controller, the journalist got hands-on with Hexsworn, the support for Nodusfall, and the dominant feeling coming out of the session is, let's say... mixed-positive. It smells good, but it doesn't fully click right away.

On paper, what works: the soulslike/Monster Hunter structure seems to hold up, with a contracts panel in the style of a quest board and fights that demand real team coordination. The third boss, a black dragon accompanied by its armored rider, strongly evokes the King of the Storm/Nameless King combo from Dark Souls 3, and it's clearly the showpiece of the demo according to the journalist. The staging of the collective finisher, with the tank transforming into a knight to decapitate the beast, has real visual impact. The multi-mythology art direction (Western, Chinese) delivers contrasting environments, from a waterfall to an oppressive cavern.

What's worrying: the first fight against Cleaver Fellstone left GameRant feeling utterly useless as a healer, with frost spells doing next to nothing while allies stayed at full health. The second encounter, against Qionqi, outright turned into visual chaos - too many effects, too many particles, allies dying before you could even press the heal button. Readability in the middle of a four-player fight remains a point to watch closely, as does understanding the gameplay loop, which apparently only clicked right at the very end of the session.

Provisional verdict: things are off to a good start, provided each hero's passive - the one that transformed the journalist's feeling about the final boss - is introduced better right from the first fights. The potential is there, but readability in four-player combat remains the real question mark over the long run.
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Frequently asked questions
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Key takeaways
- The soulslike mechanics combined with the Monster Hunter model create a coherent gameplay loop, but it only truly clicks by the end of the session.
- The final boss with its blinded rider strongly recalls the King of the Storm/Nameless King combo from Dark Souls 3, complete with a highly impactful collective finisher.
- The visual chaos during four-player fights (too many effects, too many particles) makes readability difficult and healing ineffective against allies who die too quickly.
- The multi-mythology art direction (Western, Chinese) creates a nice contrast between environments, from the calm of a waterfall to the oppressiveness of a cave.
- The potential is there, but hero passives need to be better explained from the very first fight for the game to make immediate sense.
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