Nioh:
Nioh: A Host of Unnecessary Features
Nioh: A Derivative Dark Souls Clone
With this knowledge, or lack thereof, the player engages Japan's demons. Like Dark Souls, Nioh isn't a stealth game, but it hides enemies about its villages, cliffs, and forests. If the player sneaks up behind an enemy they perform a devastating back-stab against humans, and a small attack against Yokai. The enemy is oblivious; it easy to avoid their attention in front or behind. They don't see anything except at the nearest distance. If shot, foes walk to where the shooter was, and retreat if they don't see them. Even if they approach the spot where they were shot from, and see that the shooter backed up, they won't chase. Most humans and Yokai won't help another monster which has been shot from a distance, so it is an easy trick to draw one out at a time, kill them, and then repeat. Enemies will chase if they see the player kill an ally. Most enemies can't climb ladders, but will know the pathing necessary to reach a distant player. Though ranged enemies should threaten the player, Nioh diminishes them. Every time an enemy sees William, the game notifies the player with a flashing red light. Nioh tries to hide enemies, but their attempts to ambush the player are repetitive, ineffective, and pathetic. A smart player checks corners and doorways, rendering these traps useless. The player can also try to lock-on to enemies, if they think there are any nearby. Some hide, lying down, in tall grass. Locking-on to enemies is a feature that's been around at least since Zelda: Ocarina of Time. In Nioh the player clicks a button to lock on. It stays locked on, and the player can switch between targets if there is more than one. But when the player kills the target the lock on vanishes. It would be better if the lock on moved to another enemy. In the current version, after killing one foe, the player loses perspective, the camera changes, they are attacked from behind as they try to reorient and lock-on to the new target.
The real problem isn't the inability of
the enemies to hide, but their incapability of challenging the player
in combat. Fextralife, a website which offers walkthroughs and
guides for games lists 33 enemies in Nioh. It also records
over one hundred foes for Dark Souls III. I
noticed this problem after the third level. It was the same enemies
over and over again. Regardless of my level they never became any
easier. That's because Nioh recycles the same three dozen
enemies over and over again, but scales them to the recommended
difficulty of the level. Instead of introducing new foes, it pits
the same foes against the player. The player becomes stronger, but
so do the foes, rendering the improvements irrelevant. Yet the
enemies become increasingly easy to defeat, because having seen them
hundreds of times, the player memorizes their attack patterns.
That's why levels are easy, but bosses offer a challenge.
Another pointless aspect of Nioh
is the recommended levels. Each mission recommends how powerful the
player should be, but these numbers are completely wrong. I'm not
particularly good at Nioh, but I beat a mission which
recommended being level 87 when I was 74, and 120 when I was 98. For
both those examples, I only died once in each mission. Another time
I entered a mission which recommended level 99, when I was
twenty-eight levels lower, and after a half hour I still hadn't
earned enough amrita to level up once. Missions don't provide enough
amrita to keep up with the recommended level.
Like the NPC allies, each mission has a
gimmick which appears once, and vanishes. Nioh has its water
world, explosive barrels, foul water, amrita stones (this is the only
feature to appear more than once), and more. One mission is set in
the midst of a gigantic battle, and the player never fights with
allies, only finding a bunch of solo standing enemies to vanquish.
The last feature to consider is Nioh's
presentation. Initially I thought it ugly. The in-game visuals
seemed pathetic for a game from 2017. The areas seemed generic, even
the cliffs and outlooks looked boring instead of awe inspiring. The
fire, which often ravages cities, appeared fake. The game awkwardly
mixes horror with humor, as many of the monsters appear colorfully
amusing rather than terrifying. Sometimes small objects on the floor
catch the player or enemies. One of the worst mistakes was the
flashes of lightning, seen in a room without windows. Over time my
opinion of Nioh improved. For those who enjoy graphic
violence, attacks separate legs, arms, and heads from foes. Somehow
the facial visuals alternate between insufferable and incredibly
emotive, especially the eyes. The stylized cut scenes (not the
in-game cinematic) are wonderfully done. But the best effects of
Nioh are conveyed in sound. They warn of danger, disgust with
horrific growling, and encourage with the beautiful sound of nearby
Kodama.
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