Having spent around six hours immersed in the shadowy world of Mandragora: Whispers of the Witch Tree, I’m torn between being mesmerized by its intricate narrative and concerned that the game’s combat may become monotonous over its supposed 40-hour journey. The storyline definitely grips you with its chilling body-horror creatures and a bleak society ruled by disturbingly sinister characters, forcing players to make unsettling choices. However, between my jaunts to nearby towns and conversing with my growing party back at camp, I’ve encountered fights that, while stylish, lack variety and challenge. This isn’t exactly ideal for an action-RPG flirting with soulslike mechanics.
Ah, the eternal “is this a soulslike?” debate. In 2025, it seems every game somehow fits the bill. Do these labels still hold weight? Not really. Mandragora embraces some familiar tropes like save points that respawn enemies, formidable bosses that test your limits, and a leveling currency at risk upon death unless retrieved. Yet, it also spices things up with 2D platforming and exploration, intricate skill trees for its six character classes, plus sophisticated equipment and crafting systems that firmly place it within the action-RPG genre. And yes, you’ll be swinging swords, dodging attacks, launching spells, and using a grappling hook to swing over gaps.
As you venture forth, you become acquainted with Faelduum, a grim, fear-soaked world where humanity cowers behind city walls, terrorized by monstrous foes. Stepping into the shoes of an inquisitor embroiled in a witch hunt, you’re cast into a quest to vanquish evil, all while a sinister voice of a monster you once reluctantly killed whispers in your ear (it’s complicated). While the edgy fantasy setting might seem overdone, Mandragora’s execution keeps me intrigued about what lies ahead.
Having played through what feels like my 30th soulslike over recent years, many soaking in a similar eerie fantasy atmosphere, I feared Mandragora would just blend in with the rest. Fortunately, my worries were misplaced. I’m fascinated by the depth of Faelduum and its intriguing inhabitants. I find myself pondering why witches here have forsaken their traditional imagery for grotesque, oversized flesh monstrosities or why humans hide away in crumbling, morally bankrupt cities. Plus, I’m curious about the consequences of my character absorbing a dark energy called Entropy, which seems problematic down the line.
While the environments might seem somewhat generic when traversing them, Mandragora shines in its cutscenes and conversations. The game employs a captivating painterly art style, with character portraits that wouldn’t be out of place on the walls of Hogwarts. The characters I’ve met are equally engaging—a daring treasure hunter and hopeless flirt making my maps, and a compassionate blacksmith who crafts weapons he couldn’t bear to wield. Their interactions have been gripping so far, leading me to eagerly anticipate where the story will take us next.
Yet, when it comes to the combat, I’ve largely been up against clunky soldiers and oversized rodents. The routine of dodging their predictable attacks before landing a few blows is getting old quickly. The repetitive boss encounters early on don’t bode well for enemy variety either. I’ve only tried one of the six classes—a nimble dual-blade warrior—and perhaps I simply haven’t reached the point where the combat starts to sparkle. With complex skill trees and a wealth of equipment yet to be acquired and forged, there’s still hope for the skirmishes to evolve.
The game’s 2D sidescroller nature also translates into a fair amount of platforming and secret-finding, though these have largely acted as brief intermissions between fights. There aren’t many puzzles to unravel or standout segments requiring deft navigation or trap-dodging in these initial stages. Clearly, there are hints of metroidvania influences waiting to be revealed once I gain the necessary tools or abilities, like the inevitable grappling hook, potentially deepening this aspect of Mandragora.
Given the review code reached us close to launch, and with my PlayStation dashboard suggesting I’ve only completed 20% and the Steam page describing it as a 40+ hour epic, it’s too soon to fully gauge the game’s breadth. Nevertheless, I’m sufficiently entertained to continue exploring, eager to see how its narrative and gameplay develop. Mandragora’s RPG menus brimming with possibilities suggest there’s plenty more to discover before I pen my final thoughts next week.