#it reminds me massively of the cinematics from Diablo 3????
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kirkwallsbane · 7 months ago
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I'm really not sure how I feel about the art direction from the trailer. I know some of the release trailers for past games also looked a little cartoony compared to the final product but. Idk.
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nazih-fares · 8 years ago
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Announced at the 2005 edition of E3 as an exclusive for the PlayStation 3, Team Ninja’s Nioh have come a long way before reaching the Bluray players of our shiny PlayStation 3. Originally created by its mother company Tecmo Koei, Nioh was supposed to be a “simple” JRPG, with very classical elements, telling William’s adventures, an Englishmen based on a real historical figure (William Adams), who had come to Japan and learned the local martial arts way to become  the first ever Western Samurai. Sadly,as if it’s tradition with 1Japanese games, things when wrong and the project was transferred to the hands of another studio called Omega Force, known for turning everything into a Muso genre (Warriors, Orochi, Samurai and Dynasty series). After a few years of development, Nioh, unable to satisfy the demands of Tecmo Koei, changed for the ultimate time development team and started from scratch with the makers of Ninja Gaiden (and Dead or Alive): Team Ninja.
It was up for this studio to completely transform Nioh, and heavily influenced by Hidetaka Miyazaki, create a similar style experience, closer to a Japanese universe and lore. Were Tecmo Koei and Sony Interactive Entertainment (for the West mainly) right to put his baby in the expert hands of this Action game studio? Or was the obsession to create another Dark Souls too much to lose its core values? Let’s see in this review.
The first thing you’ll notice by booting the game and discovering its artistic direction, is the feeling of Nioh passing through several studios before landing in the hands of Tomonobu Itagaki (Dead or Alive and Ninja Gaiden’s creator), with remnants of work done by Omega Force especially on all historical aspect of the game. Nioh takes place in feudal Japan invaded by demons, yet doesn’t seem to prevent the local warlords to still wage war against each othters. These generals are the same historical figures that can be found in all the best Muso games in the world, character design included (visually speaking, very close to a Warriors Orochi). So forget the bootylicious bimbos of other Team Ninja productions, but Nioh’s character design are great nevertheless without being raunchy, whether it’s the main hero, but also for the heroines, monsters and bosses.
It’s in this Japanese era that William fights against forces of evil, stalling their march on their world domination, but also to save his loved one held prisoner. If this starting pitch is much more concrete than the riddles of Dark Souls, while being supported by cinematics at the beginning and end of each chapter, Nioh’s narration is as much a conundrum as a From Software game can get. The mission briefing is often a single page to read, with no real indication of your goals, and although easy to follow, the tribulations of William in the different regions of Japan are very conventional, with this duo of demons and civil war. In any case, the overall mood of game is greatly pictured, with a true feel of Japanese folklore, whether in the interpretations of Onis (the traditional name for Japanese evil spirits) or in the settings and surroundings. The soundtrack also demonstrates talent, both in terms of music and sound effects, composed by Yugo Kanno, mostly know for his work on Rain but also a hell lot of Anime composition such as JoJo’s Bizarre Adventure, Psycho-Pass and more. For those of you preferring original voice acting, you’ll be glad to know that Japanese voices are in the game, on top English dubbing, and numerous other languages in terms of subtitles and localized menu.
Now let’s jump in the heart of what matters in a game like Nioh: the gameplay. While Tecmo Koei as a whole had influenced the artistic direction, we will obviously find a lot of features from Dark Souls, but embellished with a whole lot of elements unequivocally belonging to Team Ninja original work. So let’s start by mentioning what Nioh really took as an inspiration from Dark Souls, to answer directly to the questions that most of you From Software fans want to know.
The first basic mechanics that can be found in this Dark Souls-like is the way how experience works, managed via camp fires. If the player dies, it loses all of its hard-earned experience (called amrita), which will remain there at the very place of your death, and finds itself in front of the last altar you visited. Your task then is to recover your precious belonging without dying, otherwise you will disappear forever in a limbo of ragequit and the frustration of having done all this for nothing. Because yes, the other basic principle of Dark Souls is that the game is one hell of challenge for players, and while not impossible, it pushed me at some point of almost rage quitting. Hell the slightest mob can send you to an instant death, the moment they feel a glimpse of confidence, an honest error, or have fallen into a trap, but that’s another story.
The fighting mechanics against various bosses, both in terms of size and design, relate as well to Dark Souls, and here it will often be necessary to go through a series of trials and errors to find the beast’s weaknesses, whether it’s in his evasion speed, the elementary damage or use of a particular item. On this front, the sensations in combat are closer to a Bloodborne than to a Dark Souls: the dodge is much more practical than a parry, as the latter consume more of your stamina (or ki) gauge, which can be bad when an enemy is countering you. The game is nevertheless more accessible than a Dark Souls for amateurs, since it offers a real tutorial where we learn more about the many subtleties of the gameplay.
True to any Team Ninja games, the fighting mechanics feel great (if not better than Dark Souls or even Bloodborne). The most striking aspect being the postures that one can adopt with its weapon, comparable to a “stance” in a fighting game: Medium is your standard mode, high stance to strike harder but become more open to attacks, and low stance to be more focused on defense but will do less damage. Another big subtlety, that reminds me of a bunch of Naruto games is the ability to recharge your ki faster by pressing R1 precisely when you’re done doing a combo, as your body start absorbing blue orbs around the arena. All these numerous and very demanding fights are already more exhilarating with the mechanics, and Nioh even inherited a feature straight out of Ninja Gaiden which are bloody dismemberment. Finally the last added feature is the living weapons, a sort of elemental powered attack where you are immune to damage and weapons deals extra damage, on top of being able to trigger your spirit guardian’s special attack.
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Level design wise, don’t expect the Metroid-ish world of Dark Souls, but arenas divided into different stages, which are more linear, yet still offering many shortcuts to unlock near shrines. It starts from a view of the map of Japan, where you choose your mission, main or secondary one, and teleport straight to the action… A big difference from the massive linked levels of Yarnam. Nevertheless there’s a lot of exploration to do in Nioh, but the overall level design are not as complex as I would’ve liked it to be from JRPG, even if really great to look at. Plus the game is a visual marvel, whether you play it on a regular PS4 or PS4 PRO (with 4K HDR resolution), locked at a constant framerate of 60fps with no slowdown in the time of my reviewing, just rare slow loading of enemy animations from a range.
On the front of gear and loot management, Nioh also stands out very strongly from its influence, as it’s closer to a Diablo than anything else, with insane amount of drops on a constant basis. Gear plays a big part as well as heavy load can harm your attack speed and will require William to spend more Ki to attack or do any sort of action.
When it comes to multiplayer, there’s only a coop mode for the moment, with a PVP planned later on as downloadable add-on. In any case, I briefly managed to play a quick multiplayer session, where you basically join yokai realm missions with other Williams that are harder and more rewarding. The other function is called Random Encounter where you make yourself available to anyone who is calling for help at a shrine. Add to this a really long game lifespan, thanks to its multiple challenge levels and replayability based on missions, you’ll have a lot to do, especially if you’re aiming for a Platinum trophy (crazy you).
Nioh was reviewed using a PlayStation 4 digital code of the game provided by PlayStation Middle East. We don’t discuss review scores with publishers or developers prior to the review being published
  Nioh is the kind of action-JRPG that we like, and even if heavily influenced by Dark Souls, has its own charm and original mechanics. A must have! Announced at the 2005 edition of E3 as an exclusive for the PlayStation 3, Team Ninja's Nioh have come a long way before reaching the Bluray players of our shiny PlayStation 3.
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