因为游戏考虑到了攻击的轨迹和高度，所以可以针对不同部位，或者更准来说是对不同的水平高度进行攻击。不幸的是攻击高度似乎成了这游戏的“阿喀琉斯之踵 ”。游戏的 AI 也是如此，虽然在一些方面表现得很棒，但就是不能对某些事做出正确理解。这种情况体现在方方面面，上至某些诡异的自动寻路，下至敌人与你仅隔两步之远却不会有丝毫察觉，再就是有的敌人会把它们所有的法术全都浪费在挡在玩家前面的障碍物上。
With its isometric perspective, real-time combat, simplistic character system and a cliché story about a Chosen One, it's easy to dismiss Soulbringer as a yet another Diablo-clone. You couldn't be further from the truth, however.
While combat is real-time, it isn't anywhere near the frantic click-fest you'd expect from an Action RPG. It actually strives for the very opposite – to make its melee combat as tactical as it can.
Each weapon has up to five possible attacks, that differ in a variety of areas like speed, reach, damage type, etc. You can also combine those attacks into combos, presumably tailored for different enemy types. In fact, you are encouraged to do so, as it's only while performing a combo that your character can dodge or parry. Attacks are also aimed at different body parts – or, more precisely, different height levels, as the game takes the attacks' trajectory and elevation into account.
Unfortunately, elevation seems to be the game's Achilles heel, as the AI, while quite competent in other areas, just can't understand it properly. This manifests in a variety of ways – from some very weird path-finding, to enemies not noticing you two steps from them, to other enemies wasting all their spells on a bump separating them from you.
Combat isn't the only area where Soulbringer tries to innovate. Its magic system has spells divided into five standard elements which have associated skills that grow with use. However, those skills provide you not with spell power, but with protection from said element – up to the point where enemy spells start to actually heal you. The trade-off is, of course, decreasing the skill with a subsequent element – water takes away from fire; fire from spirit; and so on.
In its less innovative areas Soulbringer is also quite solid. Its story is well-developed and fairly nonlinear, if somewhat cliché and not without a bit of signature French weirdness. Level design is competent, with plenty of nooks and crannies to explore and adventure-style puzzles to solve, and visuals, while obviously dated, are quite atmospheric. So if you're able to turn a blind eye to the AI quirks, you're in for a very enjoyable and unique RPG experience.