Slick controls, steep difficulty, and the spellbinding dance of combat are appreciated stalwarts of the first game. Again, almost every part of the game is finely honed to elicit a fulfilling sense of achievement so it makes these outlying bits of nonsense even more noticeable. And, while the rest are fantastic, there are two bosses that are categorically not fun because of how much damage they do and how ridiculous their patterns are. Ground pound moves generally have too large of a hitbox. Devious early stages tend to put one too many roadblocks in front of players and kill them a little too quickly in ways that go into cheap territory. The mostly fair ascension up that peak points out the few times where it isn’t as just. Its high difficulty gives you a mountain to climb while the controls give you the means to scale it and seek the rewards at the top. Dying forces you to learn patterns, adapt, and improve and that continual sense of growth and accomplishment - even over its many, many main and side missions - is why a great Soulslike like Nioh 2 is so appealing. Toppling a once-troublesome foe in just a few swipes is as gratifying as finally bringing down one of the many well-designed and memorable bosses. Pounding your head against the wall attempting to kill a boss for the fifteenth time is frustrating in the moment, but the sense of accomplishment you get from finally getting over that hump cannot be overstated. Yet, no matter how many times you have to angrily trek back to your grave, it’s hard to fault the game because of the amount of control you have over your character. There are a thousand ways to die and you’ll probably find all of them, no matter how nimble you are with the blade. Trolls with a huge tongue will lick you (which is deadlier than it sounds). Armless gorgons with very “ Dead or Alive proportions” will crush you. Nioh 2 Review | Prey slaughteredĪnd Nioh 2 is, plainly put, fucking difficult and pushes those controls to their absolute limit. Granted you have the reflexes, dodging and guarding are responsive and protect you at a moment’s notice a key feature in such a notoriously difficult genre. There’s some animation priority, especially with the bigger weapons, but the game will almost always let you do what you want, when you want and is where the game derives a lot of its favorable Ninja Gaiden comparisons. The rhythmic flow of slashing, pulsing, dodging, and retreating is mesmerizing and made possible by the fluidity of its genre-defining controls.
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