hello@slated.gg
Powered by IGDB•Privacy•Terms

© 2026 Slated.gg

Slated.gg
Popular GamesAboutDiscover Games
The Relic: First Guardian

Perp Games • 2026 • Xbox Series X|S, PC (Microsoft Windows), PlayStation 5

The Relic: First Guardian cover art

The Relic: First Guardian

Perp Games • 2026 • Xbox Series X|S, PC (Microsoft Windows), PlayStation 5

Is The Relic: First Guardian Worth It?

The Relic: First Guardian is worth it only for a specific player right now: someone who loves moody boss fights, tragic world-building, and can forgive a rough launch. At its best, it delivers a gloomy, memorable trek through ruined spaces where short folklore-inspired stories end in strong boss encounters. Combat can feel great once you settle into a weapon style and start reading parries, dodges, and openings with confidence. What it asks from you is patience. Quest tracking is fuzzy, build freedom opens slowly, and technical problems like camera trouble, dark visibility, and progression bugs can interrupt the exact moments that should feel best. Buy at full price if that atmosphere-first, Elden Ring-style action is exactly your thing and you are comfortable gambling on current patch quality. Most people should wait for more patches or a sale. Skip it if you need polish, clear direction, or a game that feels smooth in short, low-friction sessions.

What is The Relic: First Guardian like?

Opinions of The Relic: First Guardian

What Players Love

  • Players Love

    Atmosphere and folklore stories carry the journey throughout

    Players consistently praise the ruined world, tragic side tales, and folklore-inspired bosses. Even mixed reviews often say the setting is what kept them going.

  • Players Love

    Combat feels great once your weapon style clicks

    When parries land cleanly and a weapon's rhythm suits you, fights can feel punchy and rewarding. Praise is strongest once players settle into one preferred style.

Common Concerns

  • Common Concern

    Camera, darkness, and performance issues hurt key fights

    This is the most common complaint. Camera wobble, dark scenes, frame drops, and visibility problems can turn important battles from tense to simply messy.

  • Common Concern

    Quest bugs can derail progress and exploration rewards

    Reports of broken quest states, missing key items, and forced reloads show up often enough to matter. That stings more because exploration is supposed to be a core reward.

  • Common Concern

    Voice work and translation can break immersion at times

    Several reviews mention awkward lines, uneven performances, and stilted text. It is not the biggest issue, but it can weaken the mood during story moments.

Divisive Aspects

  • Divisive

    Build freedom opens slowly, dividing players early on

    Some players like the gear-and-relic approach because it avoids plain leveling. Others feel the early hours hold back real build variety for too long.

What does The Relic: First Guardian demand from you?

Time

MODERATE

Time

A satisfying run fits into a month of regular play, but camp-based saving and fuzzy quest tracking make this better for planned sessions than spontaneous check-ins.

MODERATE

This is a medium-length solo journey, not an endless lifestyle game. Most people who stick with it should see the best of it in about 25 to 35 hours, which is very manageable if you play a few nights a week. Because it is single-player and offline, there are no party schedules, no social pressure, and no fear of falling behind other people. That is a real advantage. The trade-off is flexibility. Sessions feel best when you have 60 to 90 minutes, enough time to travel from a camp, test a route, and either finish a side area or make a few meaningful boss attempts. Saving appears to revolve around camp-like rest points, so the game is less friendly to very short bursts than a true pick-up-and-drop game. It also asks more memory than ideal. Sparse quest tracking and semi-open routes mean a week away can leave you wondering which cave, boss, or upgrade path you meant to tackle next. Played regularly, it fits well. Played randomly, it creates a lot more re-entry friction.

Tips
  • Plan to stop after reaching a camp, opening a shortcut, or clearing a cave. Those are the cleanest exit points.
  • If you only have twenty minutes, use that time for upgrades, vendors, and route planning instead of starting a fresh boss push.
  • After any major discovery, rest at the next camp before quitting. The save structure rewards conservative stopping more than risky overextension.

Focus

HIGH

Focus

You need steady attention for dark exploration and pattern-heavy fights, but the real mental tax often comes from remembering routes, builds, and half-finished goals.

HIGH

This asks for steady attention rather than nonstop panic. In a normal session, you are reading enemy swings, watching defensive stamina, timing parries or dodges, and keeping enough map memory to know whether the next turn leads to a boss, shortcut, or dead end. The combat is where most of the concentration goes, especially once bosses start chaining attacks and small openings. Exploration is slower, but it is not idle. The world is dark, route support is limited, and several reviews call out camera and visibility problems, so you cannot comfortably half-watch TV while playing. What you get back for that effort is tactile, satisfying combat and a stronger sense of place than the main plot alone would create. Careful play helps the ruined world feel more haunted and deliberate. The catch is that coming back after a break is harder than it should be. If you do not remember your current weapon plan or where you left off, the first part of a session can feel like housekeeping before the good stuff starts.

Tips
  • Stick with one weapon style for your first several hours so parry timing, stamina use, and basic rhythm become automatic before you experiment.
  • Before quitting, leave yourself at a camp and jot down your next target. That cuts down the reorientation tax next session.
  • Raise brightness and adjust camera options if available. Several common frustrations come from dark fights and crowded, hard-to-read spaces.

Challenge

MODERATE

Challenge

It takes a while to feel fluent because weapons, Relics, and defensive timing all need practice, but the payoff is a combat rhythm that finally feels earned.

MODERATE

This asks for patience during the first third. You are not just learning buttons. You are learning how one weapon wants to move, how parry and dodge share space, what Relics actually change, and how much build strength comes from gear instead of a simple level number. That makes the first 8 to 15 hours bumpier than a polished mainstream action game, even if the underlying rules are not impossibly complex. What you get back is a stronger sense of ownership once things click. Choosing a weapon style starts to matter, boss patterns become readable, and victories feel like the result of real growth rather than raw stats. It is a satisfying kind of improvement. The game helps by making death less punishing than many similar adventures, but it also hurts itself with rough tutorials, slow early build freedom, and occasional bugs. So the road to comfort is uneven. If you like learning by doing, that is fine. If you want clean onboarding and fast experimentation, it may feel stubborn.

Tips
  • Do not spread early upgrade resources across several weapons. One focused setup gives clearer feedback and helps you reach comfort faster.
  • Use regular field enemies to practice parries and spacing so bosses are not your only classroom.
  • Take screenshots of map edges, locked doors, or NPC hints. The game does not always do a great job reminding you later.

Intensity

MODERATE

Intensity

Expect regular pressure spikes, grim mood, and bosses that punish sloppy timing, but gentler death rules keep the game from becoming full-time dread.

MODERATE

This is a moody, pressured experience, not a constant scream ride. Most field exploration carries a quiet sense of danger, then boss fights push that into real tension as you learn strings, openings, and when to heal without getting punished. The world is bleak, the stories are tragic, and the combat wants respect, so the emotional tone stays heavy even when you are just wandering. The good news is that the game is kinder than its dark look suggests. Death does not come with the classic currency-retrieval misery, and many cleared enemies stay gone, so one bad fight does not ruin the whole night. That softens the fear of experimenting and helps the game feel demanding instead of cruel. The bad news is that technical roughness can create the wrong kind of stress. Camera wobble, darkness, and progression issues can make a fight feel messy rather than fair. When it works, the pressure is rewarding and energizing. When it does not, patience disappears fast. This is best saved for nights when you want a serious, slightly draining adventure instead of pure relaxation.

Tips
  • Treat early boss losses as scouting runs. Learn one attack string at a time instead of trying to win every attempt immediately.
  • Play when you have a clear hour. Rushing through a boss area makes visibility problems and camera slips feel much worse.
  • If frustration spikes, cash in upgrades or explore a side path instead of forcing one more angry attempt on the same fight.

Frequently Asked Questions

The Relic: First Guardian is moderately hard, with sharp boss spikes. It is harder than a mainstream action adventure like God of War on normal, but less punishing than Sekiro or the harsher parts of Elden Ring. The main challenge comes from learning enemy patterns, using parry and dodge at the right time, and managing defensive stamina while staying calm in dark, messy arenas. It is not especially hard to understand in a rules sense, but it does take time to feel comfortable. Expect roughly 8 to 15 hours before the combat language, weapon rhythm, and Relic choices start making natural sense. Death is gentler than in many Souls-like games because you do not lose currency and many cleared enemies stay down, so retries are less cruel. The catch is that camera trouble, visibility issues, and occasional bugs can make fights feel harder than the underlying design probably intended. If you enjoy learning bosses, you should manage fine. If you hate parry timing or rough technical presentation, it may feel harder than its systems deserve.

Plan on about 22 to 28 hours for the main path, around 28 to 35 hours for the version most people will enjoy most, and 40 or more if you chase nearly every optional boss and hidden area. The sweet spot is not full completion. It is finishing the campaign and doing enough side content to see the world, boss stories, and build system pay off. This works best in 60 to 90 minute sessions. That gives you time to travel from a camp, explore a region, and either finish a cave or make a few real boss attempts. Very short sessions are less ideal because saving seems tied to camp-like rest points, not full save-anywhere freedom. It is a medium commitment game, not an endless hobby. One full playthrough can fit comfortably into a few weeks at a steady pace. Just know that if you take a week off, you may spend your first 10 minutes remembering your route, build, and unfinished goals.

The Relic: First Guardian is moderately stressful, mostly in a good boss-fight way and sometimes in a bad technical way. The world is bleak, enemies hit with purpose, and bosses want you to learn their rhythms instead of button-mashing through them. When everything is working, that pressure creates satisfying tension. You feel alert, focused, and rewarded when a tough fight finally clicks. It is not constant panic. Exploration stretches are slower, and death is gentler than in harsher Souls-like games because you do not lose currency and many regular enemies stay cleared. That keeps the game from turning every mistake into dread. The rougher side is important, though. Camera problems, dark visibility, and quest bugs can turn good tension into irritation, especially late in a session when patience is already low. This is best played when you have a clear hour and enough energy to learn a boss. It is a poor fit for tired nights when you want something cozy, bright, or low-pressure.

Yes, it is fully solo and fully offline, and that makes it much easier to fit into real life than any game with raid schedules or team obligations. You can play at your own pace, pause through the menu, and spend a session exploring, fighting a boss, or just sorting gear at camp. That said, casual play comes with caveats. The best sessions are usually 60 to 90 minutes, not 15-minute bursts. Saving seems tied to camp-like rest points, so stopping on a whim is less clean than in a true save-anywhere game. It also has moderate return friction. After several days away, you may need a few minutes to remember your route, current weapon plan, and which boss or cave you were targeting. So yes, you can absolutely play it on a normal schedule, especially because it has no multiplayer pressure. Just treat it like a medium-length solo journey that rewards regular check-ins more than random tiny sessions.

No, The Relic: First Guardian is not pay-to-win. It is a standard one-time purchase, built as a fully single-player game with no competitive ladder, no cash shop power boosts, and no sign of monetized shortcuts that make your character stronger than someone else's. That matters even more here because the whole experience is about learning fights, choosing a weapon style, and piecing together a dark world at your own pace. Money does not skip the combat learning, buy better timing, or unlock an advantage over other players. There are no other players to outspend in the first place. A separate DLC listing exists on storefronts, but that is not the same thing as pay-to-win, and this analysis is based on the base game only. The real concern is not monetization. It is polish. If you are deciding whether to buy, focus on current patch quality, camera behavior, and bug reports on your platform rather than worrying about spending pressure or unfair paid advantages.

You Might Also Like

Games with a similar rhythm and feel, even if they look different

Explore more→
Mortal Shell II game cover art

Mortal Shell II

Time
MODERATE
Focus
HIGH
Challenge
HIGH
Intensity
HIGH
No Rest for the Wicked game cover art

No Rest for the Wicked

Time
MODERATE
Focus
HIGH
Challenge
MODERATE
Intensity
HIGH
Chronoscript: The Endless End game cover art

Chronoscript: The Endless End

Time
MODERATE
Focus
HIGH
Challenge
MODERATE
Intensity
MODERATE
Phantom Blade 0 game cover art

Phantom Blade 0

Time
MODERATE
Focus
HIGH
Challenge
MODERATE
Intensity
HIGH
Castlevania: Belmont's Curse game cover art

Castlevania: Belmont's Curse

Time
MODERATE
Focus
HIGH
Challenge
MODERATE
Intensity
MODERATE
Dragon's Dogma II game cover art

Dragon's Dogma II

Time
HIGH
Focus
HIGH
Challenge
MODERATE
Intensity
MODERATE
← Back to Home