

Let me be clear here, there are a lot of mechanics, too. It’s a hard game, without question, but it’s also one that encourages the player to make use of all of its mechanics. It’s made to be this way, and it shouldn’t be a surprise to anyone that people might have different levels of ability with this kind of stuff, so many players won’t be able to see the end credits.īut Nioh is a sort of unique double-whammy. Nioh, for its part, has a couple of bosses that are downright relentless and a few later sub missions that the game tells me that I out-level, but get stomped on whenever I try them. When you find that game more on the stupid side of the difficulty curve, you can probably bet that your readership will find it to be similar. And they should be, really a review is a snapshot of your experiences with the game. Other reviewers aren’t having such a smooth ride, though, and this will be reflected in their write-ups of Nioh as they post them.

I settled into a playstyle in the early phases of the game, and used my prior knowledge from playing the betas that were released over the last year (plus whatever previous training the Soulsborne games granted me) to make my way through the game relatively painlessly. The 15 Best Games Since 2000, Number 1: Dark Souls It’s then that you start to wonder –when did “hard” become “too hard?” Coming to terms with a complex game with some byzantine controller demands has added pressure applied to it when you’re pressed for time. When it comes to games like this, then, that line between challenge and absurdity early gets pretty thin pretty fast. Not to get too inside baseball here, but in Nioh’s case, this was only a handful of days between when codes were sent to media outlets and when the review embargo was lifted, so you’re really on a crunch for spare moments to do as much as possible. You’ve heard different things about the potential length, and know a little something of the pedigree of its developers, so you do whatever research is available ahead of time and make any schedule adjustments you think necessary to properly absorb the game before the deadline hits (not to mention the time you need to write the article). Let’s get back to Nioh, though, with a little thought experiment: say you’re reviewing a game for publication. For most, the line between challenging and absurd is more widely defined than mine. But I’m also not an idiot, and knew that folks didn’t want to deal with item weight and giant dragon gods that will drop you in a single hit. Personally, when Demon’s Souls came out in 2009, I would chase people down on the street for a chance to talk them into playing it. exclusivity of the hardcore niche that a Nioh or Bloodborne player might embrace.

We could argue until we’re blue in the face about the inclusiveness of video games as a pastime vs. However, it’s easy to say that these kinds of games aren’t for everybody, but it might not be fair to say that they shouldn’t be. But here we are proven wrong, and this week’s release of Nioh shows yet again that there’s still a space for challenging games that demand a certain rabbinical devotion to conquer. After all, with a rising development costs running a hit-driven release culture, it would make more sense that the more money gets thrown at a game during development, the easier it would wind up being so as to not alienate potential players. You know, funny.įor all of the design tenants that the Soulsborne games brought into fashion, I’d wager that few believed that big-budget games would start to get harder and stay that way. The day after that, though, is when a nun turns into a giant wolf monster and stomps you into the pavement. One day you’re trying to climb a ladder and a bird respawns out of nowhere to knock you off, and the next you’re being told which button to push on your controller to pay your respects.
