The Relic: First Guardian Review - Potential, but Too Many Rough Edges According to IGN
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Credit: Perp Games

The Relic: First Guardian Review - Potential, but Too Many Rough Edges According to IGN

Alexandre Alexandre Jollier
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In brief

The Relic: First Guardian offers generous exploration and a varied weapon system inspired by Soulslikes, but IGN notes insufficient technical polish for its ambitions: unstable framerate during boss fights, blocking animations, and approximate hitboxes. The verdict: 6/10 for an endearing action-RPG held back by its execution flaws.

The Relic: First Guardian, developed by Project Cloud Games, sends your character - the First Guardian - to Arsilthus, a dark fantasy world consumed by the Void ever since the Great Relic shattered. On the surface, it looks like a Soulslike: campfires in the form of steles, demanding combat, cryptic storytelling from the very first cutscene. But the formula quickly drifts toward a more classic action-RPG - non-punishing death, enemies that don't respawn at steles, stamina consumed only by dodges and parries (not by attacks). It's more nervous, more accessible, with six talent trees tied to as many weapon families and a progression system based on exploration rather than XP grinding.

What really works well according to IGN

Exploration seems to be the game's true backbone. Maps open up progressively, are built into logical and coherent zones, and every detour is rewarded - a unique weapon, forging material, a precious relic for the skill trees. You never feel artificial padding, which is rare in this segment. Project Cloud Games clearly bet on this, and it pays off.

The weapon system also deserves credit, the journalist tells us. Switching from a short sword + shield to a two-handed axe is almost like changing games: different physics, inertia, timing, and abilities specific to each family. Every piece of equipment found is unique - no random loot piled on, but items that were actually designed with intent. And the atmosphere reacts to your victories: defeating a boss dissipates the storm hanging over the zone. A small detail, a big effect.

What doesn't work - and doesn't work seriously

Boss fights concentrate all the flaws at once. Long animations lock your character in place for several seconds with no way to cancel, hitboxes prove imprecise, and the camera goes haywire in cluttered arenas. And it's precisely in these moments that the framerate collapses on PS5 - far from a stable 60 fps, often hovering around 30 fps in effects-heavy areas. Ernan, the Starving Lord, embodies this problem all by himself: a visually impressive boss, but an illegible fight due to effect overload and performance drops. The journalist admits to dying more because of the technical issues than the skill gap, which, you'll agree, is the worst kind of frustration in a game that demands precision and timing.

Overall ergonomics also pile up small frictions: precise positioning needed to interact with NPCs or chests, interface locking during audio collectibles, pronounced aliasing, and textures below what Unreal Engine 5 usually allows.

The verdict

IGN France's score comes out to 6/10, which matches the analysis: an endearing RPG with real identity, but held back by finishing that isn't up to its level of ambition. If you enjoyed Steelrising or AA action-RPGs that own their technical limitations, The Relic is worth a look - with patience. On the other hand, if technical stability is non-negotiable, wait for the patches...

Strengths

  • Exploration rewarded at every detour, never artificial
  • Every weapon deeply changes the gameplay, not just the stats
  • Coherent world with real visual consequences tied to your victories
  • Progression system based on curiosity rather than grinding

Weaknesses

  • Unstable framerate on PS5 as soon as lighting effects and particles pile up
  • Non-cancelable skill animations that expose you mid-boss fight
  • Camera that goes haywire in crowded arenas, sacrificing readability
  • Rigid ergonomics: precise-trigger interactions, interface blocking during collectibles

Verdict

An intriguing RPG, generous with exploration, undermined by console performance unworthy of its ambition.

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An endearing but technically shaky AA action-RPG — what's your take?

Frequently asked questions

Is The Relic really a Soulslike?
No, that's a red herring. Beyond the appearances (steles, demanding combat, cryptic narration), the game quickly veers toward a classic action-RPG: no death penalty, enemies that don't respawn, stamina consumed only by dodges and parries. It's more nervous and accessible.
Why are boss fights so frustrating?
Long animations lock your character with no way to cancel them, hitboxes are imprecise, the camera goes haywire in cluttered arenas, and the framerate collapses to around 30 fps on PS5. IGN admits to dying more often from lack of performance than lack of skill.
Is there mandatory XP grinding?
No, progression relies on exploration rather than farming. Every detour rewards you with unique weapons, forging materials, or relics to unlock skills — which makes exploration genuinely satisfying.
Who is this game recommended for?
If you enjoyed Steelrising or AA action-RPGs that accept their technical limitations, The Relic deserves a look with some patience. On the other hand, if technical stability is non-negotiable, it's better to wait for patches.

Key takeaways

  • Exploration is the game's true strength, with coherent maps where every detour rewards without artificial padding.
  • The weapon system shines through its diversity — switching gear almost changes the gameplay and combat feel.
  • Boss fights concentrate all the problems: non-cancelable animations, fuzzy hitboxes, framerate that dips to 30 fps on PS5.
  • Non-punishing death and enemies without respawn move the title away from true Soulslikes despite its initial appearance.

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