After immersing myself for six hours in the shadowy, side-scrolling abyss of “Mandragora: Whispers of the Witch Tree,” I find myself torn. On one hand, the intricately designed world has drawn me in with its dark allure, yet on the other, there’s a nagging concern that the combat might not hold up over its promised 40-hour duration. As I dive deeper into its narrative, filled with grotesque creatures, a disturbingly oppressive society, and gut-wrenching choices, I can’t help but wonder if the action between these narrative highs will meet my expectations. The battles so far seem predictable and hardly challenging—worrisome for an action-RPG with soulslike elements.
Now, about that whole “is it a soulslike?” debate. By 2025 standards, practically anything could bear that label. But do genre distinctions matter? Hardly. Still, Mandragora definitely incorporates familiar soulslike mechanics, such as checkpoint save systems that reset enemies, brutal boss encounters, and the risk of permanently losing currency if you’re unlucky in retrieving it after death. Beyond these features, you’ll find elements of 2D platforming, six character classes with sprawling skill trees, and robust crafting systems—all setting it apart within the action-RPG landscape. Expect a blend of melee combat, spellcasting, and acrobatic moves with a trusty grapple hook as you navigate its world.
You’ll get acquainted with Faelduum, a bleak and unsettling universe overshadowed by malevolent entities that have driven humanity behind fortified walls. As an inquisitor, you’ll embark on a witch hunt, guided by a strangely sympathetic monster’s whispers—curious threads in a narrative yet to fully unravel. Despite my usual wariness towards edgy fantasy settings, the storyline has piqued my interest.
Having experienced around 30 soulslike games in recent years, each clinging to the moody fantasy aesthetic, I feared Mandragora would be more of the same—yet I’m pleasantly surprised. Faelduum’s complexity, memorable characters, and morally challenging decisions have set it apart. I’m eager to uncover why witches have abandoned their traditional garb for grotesque forms, why humanity languishes under monstrous creatures in unjust cities, and what implications the character’s consumption of dark energy, known as Entropy, might have.
The game’s environments, though seemingly uninspired at first glance, come alive during cutscenes and character interactions thanks to an evocative painterly style. The unique portrait animations are reminiscent of classic settings, like the halls of Hogwarts, creating a visual treat. Meeting characters such as the daring treasure hunter and kind-hearted blacksmith has been truly engaging, prompting curiosity about their unfolding narratives.
However, the combat itself is another story. Thus far, encounters have involved rather sluggish enemies like soldiers and oversized rats, prompting repetitive dodge-and-attack cycles that lack depth. I’ve noticed recurrent boss battles within a short span, which isn’t promising for enemy diversity. Currently, I’ve only tried out one character class—a dual-wielding agility warrior—so maybe the excitement lies ahead in unlocking more skills and exploring new equipment. There’s still hope for these 2D skirmishes to captivate me.
Platforming and discovery play their roles too, although they’ve mostly served as brief diversions amidst the combat. The puzzles have been sparse, offering few memorable challenges in maneuvering traps or dodging hazards early on. Hints of metroidvania-style progression suggest that a grapple hook or similar tool will eventually open up more exploration opportunities, adding potential depth to this aspect of Mandragora.
With only 20% of the campaign completed according to the PlayStation dashboard—and considering the Steam page’s claim of a 40+ hour storyline—I’m eager to see how the platforming and combat will evolve alongside Mandragora’s compelling narrative and stellar artistry. For now, I’m enjoying the journey enough to keep delving into the possibilities that the game’s extensive RPG mechanics promise before the final review next week.