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READ THE RULES


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We're in the middle of a Slike boom, and it seems there's a new one every few months. In a tidal wave of pretenders, what's worth the time investment?

What's on your backlog?
What's your build like?
Who's walling you?
What's on your mind?

<What even is a Slike?
A vague subgenre of melee action-adventure-RPG's, typically featuring a hard / punishing-but-fair difficulty, a mature dark-fantasy setting with lots of lore (typically optional, in item descriptions), with a good variety in builds / gameplay approaches, an EXP penalty for dying (that can be recovered) and a highly explorable world with static checkpoints that reset the world on use, gated by numerous difficult boss encounters.
Any FromSoft-hypetrain-wannabe Dark Souls clone, that requires you to git gud, with a depressing setting that 2deep4u lorefags jerk off to and argue about, where you take your pick of rollslop / parryslop / turtling and STR / DEX / INT, then you lose your souls when you die, all the enemies respawn and you get sent back to the bonfire to do it again until da boss is dead.

Not every game that fits that description is a slike (especially with the term being used as both a tacked-on marketing tool and an insult), and not every slike fits that description - the most straightforward answer is that once you've played one, you'll intuitively know when you're playing another one.


Last thread:
>>249442
https://archive.is/PVcPp
https://web.archive.org/web/20260206222909/https://zzzchan.xyz/v/thread/249442.html
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I swear trying to make a new thread on tor can be more difficult than some of these games at times.

Anyways, Nioh 3 and Code Vein are out, anyone else playing along?
Replies: >>301669
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>WHY WON'T YOU DIE?!
Replies: >>301647
>>301645
if it isn't saucy jack
>>301607
Code Vein is too shitty to bother and Nioh 3 is so unoptimized and barely any different at all that I legitimately don't care. They shouldn't have even done Nioh 3 without actually revamping the gameplay systems in some way.
Replies: >>301684
>>301669
idk bro, the dynamic between Samurai and Ninja stance, and having access to 2 sets of armor at once is a pretty big up, easily more of a revamp than 2 swapping out Living Weapon for Yokai Shift and Soul Cores. Maybe it's a honeymoon period, but the "open world" isn't nearly as bad as it got hyped down as, it's unironically the closest to the original Dark Souls I've seen, just with a lot of Darkroot Gardens style open-areas.
any soulslike that is not from fromsoft sucks fucking ass
>>301724
Lies of P was pretty good, I thought.
Replies: >>301737
>>301724
Nioh 2 was good, so your opinion is objectively stupid.
Replies: >>301739
>>301724
Nioh 1 and 2 were great. 

>>301731
For a temporary Bloodborne replacement
Replies: >>303951
>>301732
this vexes me
Replies: >>301756
Day 1 thoughts on Nioh 3

>Character creator is showing it's age, seems just the same as Nioh 2
>Combat is an improvement, but feels like it's built on so much now that it's pushing the limits on how many inputs you can reasonably have. Maybe I'll just git gud
>No performance issues? The requirements and warnings are definitely bullshit at the very least, the worst I saw was a weird ghosting effect when adjusting the hair in the characreator, otherwise stable 60fps+ on max everything, 9070, even with particle effect nukes, 100% they were so strangely high because they were just asking for 12GB VRAM, and even then I've heard older cards can run it with concessions. 
>Open world feels alright, taking the funnel approach where you're ushered into a legacy level / dungeon a la Elden Ring. Not sure how they're going to do DLC difficulties, since Nioh 1+2 were pretty reliant on replayability in the postgame. But - much better than the loading screens honestly.
>New enemies, not made my mind up on them. I don't know if the game is hard-pushing you to go Samurai / Ninja for certain enemies, or if it's just earlygame lack of skills / gear. Either way, the first actual boss is 100% that (he deals so much sweeping break damage that you cannot block or dodge his chains as Samurai, you're very much nudged to go Ninja and focus on punishing him), though it might have just been a stealth-not!-tutorial. Ninja seems like the more OP stance which you use for roaming, with Samurai dealing with more drawn-out fights and humanoids with Ki (and for the legacy-level areas you'd use it anyways).

Basically it's good. It's also free if you know where you're looking.
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>>301739
>this vexes me
Replies: >>301934
>>301606 (OP) 
>1st image
The Surge is by German studio Deck13, actually. Mortal Shell is a Slike by an American Studio but I guess that doesn't fit the meme, eh? You got me with that to-scale crab tho
Replies: >>302075
Is it bad that all I do is play challenging video games yet I've never played a single one of these games?  Feels like the opportunity has just never arisen.  Seems like I never seem to have the consoles they're made for, and the PC "ports" always seem to be DRM-crippled cancer that I avoid on principle.
Replies: >>301779 >>301780
>>301778
The irony is that they're not really hard to begin with, they're just a combination of punishing and non-hand-hold'y, so you can die a ton to things you didn't see coming, but if you're careful or aware of it, can be easily played around (especially once you're used to how they play, your first will often be the hardest). Granted, there's always some tough nut games and genuine bullshit bosses, but for the most part classic arcade games have a higher base general difficulty, since they're equally punishing and non-hand-hold'y, but have a profit-driven motive to send you back to the title screen to munch your quarters.
Replies: >>301781
>>301778
they're not that hard, they just don't hold your hand that much and for normalfags that's le heckin impossiblerino. they're fine games but if you're looking for a tough game there's dozens that are more challenging eg: ninja gaiden
Replies: >>301781 >>301819
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>>301779
>>301780
>they're not hard
>they don't hold your hand
le hivemind has arrived
Replies: >>301784
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>>301781
>give me the answer to 2+2= and don't give me a hivemind answer like 4
Replies: >>301785
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>>301784
math and opinions about video jews are TWO DIFFERENT THIIIIIIIIIIIIIINGS
what games, in a similar enough/comparable genre, are harder ? 

I only ever see ppl mention celeste or ninja gayden.
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I like Salt & Sanctuary.
The only thing I dislike about ss is the fact that most weapons are locked behind crafting, in my first run I didn't craft a single weapon and only used the scythe.
Replies: >>301806 >>301959
>>301805
metroid is my favorite slike, but sonic the hedgehog is a close second
Replies: >>301826 >>301959
>>301780
>They're not hared
This is what someone says after playing for way too long that they forgot they get raped for not knowing stuff that the game throws at you.
>>301806
Bullshit.
Tetris on the game boy is the best Souls like.
What's the Soulest game to predate DeS?
>>301898
King's Field 4 probably
Replies: >>303960
>>301898
Evergrace.
Replies: >>303960
will fromsoft go back to the original souls formula, or will they double down and milk the multiplayer/openworld cow ?
Replies: >>301930
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>>301929
I think Fromshart is just whatever the fuck the hack feels like, his name is a Kojimbo-tier moneyprinter at this point.
<oooo herro, i pray tarkov recentry, i rike tarkov, ree gon' maek new tarkov but sous
>yes missta miyazaki, we wirr make arrangement, excruisiv for nintendo, birrion dorrar deerl
Nightreign is picrelated except picrelated was made as a joke over a decade ago. Hey, if it ain't broke, don't fix it.
Replies: >>301967
>>301756
god i wanna FUCK yordles so bad
Replies: >>301958
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>>301934
It's a super strong "goblin" with a hammer the size of their own asses.
i do too.
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>>301805
>>301806
leag of legends s my favorit sliek
Replies: >>301961
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>>>301959
>>301959



fort nitei s lik
>>301930
He's not even involved with Nightreign you donut.
Biohazard Soulslike.
Yay or nay?
Replies: >>301989
>>301987
Dark Souls is a metroidvania.
Replies: >>302010
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>>301989
I think you’re right.
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>Takeda Shingen Round 1 and 2
Goddamn that was a good boss.
Yeah well you guys can slike my balls hahaha
>>301775
Shit, it happens. I assumed Surge 1+2 was made by the same people, and Mortal Shell being published by the bongs + lead by a Polish name misled me into thinking it was a yuro.
I'd revise it, but I couldn't actually find any full body character art for John Mortalshell the one in the OP is just his helmet, on the back layer and the wheelchair is covering up that Ashen + Hellpoint don't have any lower bodies (seriously, western devs either put zero concept art / character art out, or every single piece right down to the dirt textures).

>that doesn't fit the meme
?
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>>301606 (OP) 
>that doesn't fit the meme
I think he meant how muttmade games in OP's picture are made to look like the special ed class of soulslike games, specially considering how yuros, both creatively, spiritually and socially, are just another HUE of the same shit.
It would help if someone could name the list of games to fags who never bought into the genre. I know I can barely list a couple.
Replies: >>302086 >>302106
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I'd rather play ASCII roguelikes from the 70's and 80's.
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>>302080
Basically I just skimmed last thread and then skimmed a few online lists to make it as exhaustive as possible, and made a basic determination on what is and isn't (eg; NieR Automata and Twilight Princess each popped up a few times, but neither are Soulslikes and struck me more as dogshit journos who haven't played anything else trying to push out some crap before the deadline). The Crab was just a dig from last thread (>>250727) / warning for anyone using it as a recommendation, but I can't say I've played most of them either.
With greentext in the front and redtext in the back;

>Demon's Souls
>Dark Souls
>Dark Souls 2
>Dark Souls 3

>Sekiro
<Duskbloods
>Elden Ring
<Nightreign
>Bloodborne

>Rise of the Ronin
<Nioh 2
>Nioh 1
<Wo Long: Fallen Dynasty
>Nioh 3
>Final Fantasy 0: Stranger of Paradise

>LET IT DIE
>Code Vein 1
>Code Vein 2

>Lies of P
<The First Berzerker: Khazan

<Thymesia
>Wuchang: Fallen Feathers
<Black Myth: Wukong
>AI Limit

<Enotria: The Last Song
>Steelrising
>Lords of the Fallen 2023
<Mortal Shell
<Bleak Faith: Forsaken

>Surge 1
<Surge 2
<Ashen which I now see is NZ, but published US
>Another Crab's Treasure
<Hellpoint
Replies: >>302096
Doing a falling to the frenzy build. I finally got Vyke's spear and what a piece of garbage it is. Trying to think of what I should use now.
I was using a winged Scythe but uhhh my fashion and theme and shit.
Replies: >>302090
>>302089
Nanaya's Torch? Smack em one with the blunt end of a spine.
>>302086
Apologies for ignoring what you wrote for the image, but is the reason Marisa was able to get through the completely dense thicket of bullets:
A - Those bullets are one of those where you have a tiny hitbox inside the actual circle the image of the bullet takes place in?
B - It's just cheating/AI/hax/photoshop?
C - The boss just died off screen at the exact correct time?

Also, am I jumping in the middle of this understanding nothing? Fucking Twilight Princess is being considered Soulslike now?
Replies: >>302105 >>302109
>>302096
it was simply a difference in skill
>>302075
>>302080
Duskbloods is rich considering it isn't out yet and probably going to be a shitstorm even if it is good especially if it is good because of Switch 2 shennanigans.

There's actually very few true US Slikes because at the time of Slikes rising to the front, US game development studios were being forced into the live service mines where only live service-type 'money printer' games were being greenlit by the big studios. That, or endless sequel churning. Or worse, a sequel to a known and beloved IP that was a live service abortion.
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>>302096
The bullets do have a smaller hitbox than they seem to but it's not too tiny (you can see that there is a slightly brighter halo around them that Marisa's 1px hitbox can slip through).
I don't think it's the case here but Zun's engine also has a graphics bug you can abuse to make bullets seem larger than they actually are for shitposting, which is whats happening in that one Utsuho screen nuke gif that I've seen get posted around.
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2HU FAVRIT SIK
>>301724
>implying Fromsoft has done anything but suck ass since Dark Souls 3
Replies: >>303949
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Formula 1 2009 ON THE WII IS MY FAVRT SOULSLIKE SLIKE SDIEK FIGT GAME
>>302239
Dark souls 2 and 3 were b-team slop.
Demon souls, dark souls, bloodborne, and elden ring are top tier.
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There's not quite enough Sekiro posting in this thread for my liking.

>>301737
>For a temporary Bloodborne replacement
That's basically my thoughts on it. It's Bloodborne methodone.

>>301958
Horny for goblin ass is incurable by modern medicine.
>>301898

Both >>301902 and >>301925 have lineal links, but spiritually akin is Onimusha. It has third-person melee combat that feels like an uphill fight. Exploration of the enviroment and opening faster shortcut routes while reading logs and picking up ancillory narrative all mirror FromSoftware Souls games. The one big difference between the desgin of the two that isn't related to scale is FromSoftware made the genious decision to not evict gamers from the gameloop every time they died.
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NIOH 3

Time Traveling Ninjas 
It's like Nioh 1 + Nioh 2.
It's a clear iterative improvement on both.
But also
Assets 'TEAM' my last 'NINJA' (it's Nioh 1 + Nioh 2)


.


Team Ninja Commentary
For some context in what Team Ninja's been up to since Nioh 2... it seems things have been pretty troubled;
< Stranger of Paradise (2022) - Released to disappointing numbers
> Wo Long (2023) - Had significant sales in China and recouped it's costs (admittedly an early-bird example of a now an industrywide trend of China-catering vidya).... but failed to make almost any headway in Japanese and Western Markets
< Rise of the Ronin (2024) - What was supposed to be a mega-release simply bombed in sales. In typical TN fashion / "It's not enough to succeed, my competitors should fail" mindset, they had it lock horns with the release of Dragon's Dogma 2, but that time around, it did not pay off. In fact, both released so poorly due to rampant performance issues, that the fucking Princess Peach game curbstomped both of them in the sales listings, two weeks in a row. There was significant meddling on behalf of Sony as one of it's timed-exclusives for the PS5 (not Japan Studio, a different and much less established inhouse, XDev Tokyo, with no prior track record), while the PC version released a year later as a heavily unoptimised abomination, and one of the first major examples of unoptimisation for the current grade of PC hardware killing sales of a AAA in the crib.
< Ninja Gaiden 2 Black (2025) aka Ninja Gaiden II Unreal Engine 5
< Ninja Gaiden 4 (2025) aka Platinum Games Ninja Gaiden, and from what I've lurked, is significantly more "Platinum" than "Team Ninja"
I can't speak for the new Atelier, DOA or Fatal Frame, and I'm not going to speak on the quality of the slikes I've not played yet (I'll only say that me having not got round to Wo Long or RotR yet, is my only statement); but it seems like they've angled themselves to work on commission for the major studios. Stranger of Paradise on behalf of Squeenix, the NG2B remake on behalf of Epic, Rise of the Ronin was clearly marketed and intended to be another not!Bloodborne style title for the PS5 alongside the DeS Demake but for some reason they let it be crossplat anyways, because Sony is terminally retarded, and only 'succeeding' because of the yet greater rate of decay of it's competition, while Platinum Ninja Gaiden was XBox's lagging corporate snap-back. By piggybacking off of the significance of Bloodborne and the PS4's ill-fated moniker of the Bloodborne machine, I wouldn't be surprised if Team Ninja have been stacking some fat stacks of corpo cash behind the scenes, eager to make your personal slike of choice (for a price).
That doesn't however translate to sales, and with Nioh 2 released in 2020; it's been half a decade since TN has scored a real "home-run". I would also suspect that they're only just recouping the cost of Rise of the Ronin too. You can't just do commissions forever and maintain independence; you've got to actually justify your existence.
Hence, despite the Nioh franchise being on ice and running out of Japanese time periods of conflict to actually cover - it was wheeled out as their ol' reliable blockbuster - and locked horns with the release of Code Vein 2 in the same week.
A choice that predictably paid off, with it being the fastest selling game and strongest first week Team Ninja has had to date. Code Vein 2..... not looking as healthy.


I'm going to assume you roughly know the deal from Nioh 1 / 2, because these games are are as complex as a mechanical clock at times. If you want a basic summary, it builds on both, in almost entirely positive ways. From QoL, to complexity, to general design, it's more of the same but better. Perhaps not as much of a generational iteration that Nioh 2 was over Nioh 1, but it is a worthy successor, and there wasn't much they could have done to polish up as-good-as-perfect anyways.


.


.


World
'The game is not "Open World" in the slightest.'

The first portion of the first region is a giant interconnected field, and the most "open" part of the game; but it's either a bait-and-switch, or a proof-of-concept (and feels like it was leaning on the latter). The rest of the areas are just a web of fluidly interconnected levels in the style of the originals, in a lightly choose-your-progression layout, with some clear chokepoints. It's exactly how you'd expect Nioh-but-no-loading-screens to be like.
And it works! It's well designed, there's a clear "main route" with branching alternate areas / pathing that are optional - typically (but not always) the optional stuff capped off with a returning Yokai boss (I'll touch on this later). The sub-missions that previously padded out the regions of Nioh 1/2 are substituted out for few overworld mechanics (mini-crucibles, enemy bases, reworked Dark Realm) and vague mini-levels done from the shrine (which actually do offer distinct content, and aren't just timepadding, often in areas that don't get much action in the overworld). While there is a checklist of things per-sub-area, it feels less like pointless Ubislop completionism and just a checklist of things you'd naturally be doing anyways, like how you were told if there were 10 or 12 Kodama per level in previous games. Again, the slight linearity makes each sub-area just feel like another level. It's not a perfectly polished open world (you can hear bats indoors some times, which I'm guessing is some template holdover from cave lighting; there's some snow-deformation-patches that sticks out of the geometry a bit, an occasional slightly stretched texture between two segmented areas, and the far-off out-of-bounds portions of the map can be PS1-grade lowpoly when you're looking at it from more unintended places), but most of those are petty complaints in context, and only if you're looking for them. Like if you're hypercritical. Like me.

My main gripe with the "open" world, is that there are fixed points around it called Spirit Veins. These act like progression-gates to optional micro-areas unless you have a Guardian Spirit that can traverse them (omg just like muh Metroidvanias), but they fall into one of two categories - pointless delays where you just fast-travel back to them once you have the Spirit to open a dumb chest, or something you're given the corresponding Spirit to beforehand anyways, making the content lock pointless and just playing out like an in-engine cutscene. The kicker? You don't even need to have the correct Guardian assigned to use the Spirit Vein (eg, if I have Nekomata and Tengen Kujaku, I can still use the Kurama Tengu Spirit Veins). So the former example really are pointless content gates.
While it's a petty complaint on it's own, it feels like it was the remnants of some kind of cut traversal mechanic, where you would be able to use your Spirit to actually do things in-world, like wall-run or grapple around. Especially since so many of the Spirit Veins feel like they serve similar purposes (eg, cross a gap) - but the Guardian Spirit required is often is random despite often having numerous visual options (eg, the gap has a flat wall to the side and grapple point - so naturally, you fly across). There's also an unusual lack of Guardian Spirits compared to Nioh 1/2 (10 per stance with numerous copies across stance, compared to ~30 unique Spirits in the previous basegames), and many of the few Spirits that are in the game appear to fall into vague categories (eg, there's numerous not!Tigers, numerous not!Birds, etc) rather than the wider array of friendly mythical oddities in 1/2 (so no getting Butterflies, Panda Bears, Lantern-Dogs, Demon-Tapirs, Whales or Big-headed-Octopus-men). The nail in the coffin for my suspicions is that Nekomata of all things is the designated water-walking spirit..... not the Tigerfish (which literally have a water-walking Spirit Attack, but would also be too much of a lategame content gate since it's the second-to-last Spirit you can obtain).
I would be interested to hear an In-The-Making-Of commentary, since my schizo-senses are tingling.

Also, really didn't like how everything in a sub-area is revealed almost immediately; including Chests with indicate the location of secret bosses. Sure, at 85% completion I'd appreciate if the rest of the fog of war was revealed (so I don't have to walk along the ledge-boundaries of the map to clean it up) and give me a checklist so I'm not chasing my own tail, but not at 20% completion with exact positions of everything on the map while you're still exploring. That, and the icons really do clutter up the map, with no way to turn them off unless you zoom out.
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Story + Spoilers + Mythologyfag stuff
John Carmack once said that story in a videogame is like a plot in a porno - it should be there, but only as a method for justifying the gameplay. Nioh 3 is about that tone.
If you remember how the DLC's were structured in the previous games (especially 2's time travel), 3 makes an entire game out of that concept. It's not as much "a" campaign, as much as it's 3 mega-DLC-campaign's stitched loosely together by an overarching subplot. For a rough gauge of length, there are 5 maps / time periods, which in Nioh 1/2 terms are 2 / 1.7 / 0.2 / 2 / 0.1 regions long respectively. Each of the three "main" regions take ~30-35 hours plus any additional time in shitter tax.

 - The first region (Warring States, from Ieyasu's perspective while you were busy in the Nobunaga camp in Nioh 2) is the longest and strongest, and if the entire game was like it, I'd be a happy gamer. Ieyasu and friends are pre-established, so the game cuts right to the chase, as it sets up Takeda Shingen up as a compelling and nuanced-justified villain (so well I remembered his name without having to look it up again). The missions all feel unique, with a huge array of environments, and there's a large number of just plain-cool-memorable moments + unique map mechanics.
 - The second region (Mount Kurama & Early Kyoto, just after the events of Nioh 2 DLC1) already has some pre-set-up with Minamoto-no-Yoshitsune from Nioh 2, but it's slightly shorter in length and you feel it. There's more of a focus on maguffin Barriers than the newly introduced villain, and unlike the first region, every environment can be succinctly described as "snowy XYZ", with a frozen coast being the most distinct.
 - The final major region is an entirely new one for Nioh, three centuries in the future during the Bakumatsu Period; an internal conflict between the pro-Shogun traditionalists and the pro-Emperor modernists, after America jewed the samurai into ending their isolation because they thought they were God's chosen people had manifest destiny (eh, same shit, different wording). While it's about as long as the first region, the fact it has to set up a subcast of entirely new characters is to it's detriment, ending about as shallow as the second region's overall plot. I know who Honda Tadakatsu is because he's shown up in the last two games, I don't know the significance of Okita Soji and why he's an angsty faggot with seemingly no relation to the villain of the region. It also doesn't do much with the setting - you don't get to fuck around with your own flintlock pistol sidearm, and from what I can gather, it's an alt-history "Bad End" version of the setting, for story reasons relating to the overarching main story. Maybe if I played Rise of the Ronin I would have gotten more out of it? But I didn't. So I didn't.

Overall... I still like Nioh's style of narrative. Humans can be afforded to be nuanced and respect /his/, Yokai can be afforded to be pure evil and respect rule of cool - nuancedfags and BBEGfags both win. Even if they get a bit too nuanced with the humans at times, to the point the second villain feels like he just kinda doesn't give a shit, doesn't learn anything and you let him off for free because he's historically significant OOC. If I was more of a /his/toryfag, then this would probably be like Smash Bros with all the cameos (I know Nioh in particular enough, that the offline Red Graves are often obscure mentioned-once-in-one-ancient-text actual named historical figures who died at that point in time) (which is also why you should play offline, so they're not obfuscated by billybob249 falling off a ledge).
My only real commentary on this /his/ stuff is that I'm surprised that we've still had almost nothing on the Taira or the Genpei War yet (the precursor civil war before the Warring States, the second biggest in Japanese history pre-WW2, and imo, the most interesting one - essentially a Mafia consolidating power and usurping the Emperor's Divine status). One level in N2DLC3, and that's it. Sutoku Tenno is a final-boss-grade Yokai just sat there in the backbench, loud in his absence. If there's a Nioh 4, it's pretty obvious and / or the only notable period left unless they decide to blow their load early and half-ass it in the DLC for 3. Another mild surprise for me was that Tomoe Gozen in the second region was just a minor grunt NPC, since she's usually given more pomp as the only actual female samurai in recorded history (rather than trained warriors / onamusha, one-off defenders, late-era fighters after standards had loosened or politically active women falsely titled as samurai).


That said, I'm more a mythologyfag, and I have much more to say on this.
First and most damningly, is that there is a fundamental mistranslation that just 'FUCKS UP' half the context of the game. If you were unaware, you'd assume that the entire game revolves around clearing evil-red time-travel-amrita Crucibles : trials with a vague relation to blacksmithing. "Yeah, everyone is suffering because we're putting them through challenges. Shoguns will look at their subjects and say: put that peasant through a challenge".
It's not.
It's reeeeeeaaaallly not.
The game repeatedly refers to Jigoku, or Hells.
Now, I'm a pretty dekinai JPlet (who is never going to bother learning, past what I pick up passively), but even I figured out the mistranslation before the end of the first region, before my contextual knowledge of mythology confirmed my suspicion. In Buddhist / East Asian cultures, there is no "singular" Hell, but rather multiple Hells (50% Fiery Hells, 50% Freezing Hells, each with subdivisional Lesser Hells & Halls to total to ~136 punishments), each corresponding to the sin that needs to be repented before reincarnation / ascension. You don't just reincarnate after being an evil mass murdering psycho - you need to spend 7 millennia in the constant suffering boiling bile dungeon while demon-jailers stick you your searing pikes. THEN.... you're allowed to forget it all and reincarnate as a fly on shit. These aren't to do with blacksmithing like the translation implies; the game is fundamentally about innocents being dragged to specific Hell-On-Earth's and tortured so a villain can attain eternal life and power, and you ending it + banishing the hell back to Hell. Warring States revolves around the overarching Fiery Hells (Fire Element), Early Kyoto are the overarching Freezing Hells (Water Element), Antiquity are the Acidic Blood Hells, and Bakumatsu are the sub-section of Needle Hells / Centipede Hells / Insect Hells / Paralytic Hells within the Fiery Hells (Lightning Element). As an aside, naturally it follows that one of the DLC's will probably have a corresponding Windy Hell / Cutting Hell; just to have one-hell-per-in-game-element. Oh yeah, Wind's back from Nioh 1 (yaaay, my fave) (no Earth though, sorry Tonfafags).
Maybe they thought it would be confusing, since the plot of Nioh 2 DLC 2 has you go into 'Hell' to beat up Izanami's Lightning-God-Parasite-infested-corpse; but the fact of the matter is that the Primordial Shinto Hell / Yomi (Izanami's home) is widely considered to be the same as the Buddhist Hells in Japan anyways, just an early-unformed-creation version, and the wider realm where the Buddhist Hells are stationed in. Nioh is set on Earth, so you wouldn't re-translate "Japan" to "Place" because Japan is on Earth. Maybe they just thought Jigokucite / Hellcite / Hellstones sounded less cool than Crucinite. It's wrong either way, and a huge disservice; especially when most people playing are at least educated enough / familiar enough with the differences between Seki Dual Uchigatana, Sekigahara, Biwa Boku-Boku and Boku no Pico.
While I've always been ticked off that they TL'd Ittan Momen as Flying Bolt and didn't fix it in later games (among other examples), it was minor enough to overlook, because it's just one enemy and the rest of the game is fine. This is much, much more than that - the mistranslation just FUCKS everything if you're going by the subtitles (probably the dub too). For the same reason they don't even accurately translate Sunakake Baba as Sandthrowing Hag Sandy Granny; there's times when something is just better left untranslated.

That's honestly the main thing.
Yokai designs are still absolutely on point otherwise, and they even go as far as to cite their main historical source for most of their concept art in a side-mission ingame; Toriyama Sekien & the Hyakki Yagyo (very cool, I liked it, might show some 1:1 comparisons between his depictions and their versions in Nioh later). In relation to the previous points, I'm actually surprised as some of their choices in Yokai Bosses to bring from the previous games, and not in a good way.
It was cute getting a rematch with Hino-Enma early on. I didn't quite soyjak-pog-face, but it did get a smirk for well-done fanservice and what felt like a truly upgraded Version-2 of her original level and arena. I honestly forgot Onmoraki existed, and it got a nice glow-up and a ton of extra mechanics to make it a much better fight. I had a gut feeling Kasha was probably going to be back in, just by popularity, so I didn't mind her. Onryoki + Mezuki / Gozuki are basically just ultra-elite enemies at this point, not even bosses......... fine. By the time I fought Ryomen Sukuna, Kamaitachi and Enera for the 4th non-repeated-area time each, I was getting fuckin' weary. I'm happy White Tiger and Giant Toad have stayed out for now; but the way I see it - go big or go home - I've not counted, but I'd guess about 70% of the Yokai bosses from previous games have been backported. Either nobody returns, or everybody returns. They tried to walk a middle line, and it appeases neither side - both feeling the re-used assets, and the world still not having enough unique assets.
Also, no returning Field Boss style mega-bosses. Gasha-Dokuro, Great Centipede and Gyuki feel like they could have had a cool overworld encounter, supported by the massively increased field-size that are instead taken up by the new Mikoshi-Nyudo & Gaki Chief elite enemies, occassionally a Mezuki / Gozuki. Think of Shadow of the Erdtree's Furnace Golems, and instead have the giant demon-skeleton from Nioh 1 just chilling over a recent battlefield, way too overlevelled for you to beat when you encounter it (supported by Nioh's much harsher gear-stat related damage ramping). Great Centipede is even mentioned on Red Graves as killing a ton of people in the Bakumatsu map, in a Centipede-themed Crucible! I was expecting it! Could have been cool, significant missed opportunity. While Daidara Bocchi shows up to be an area hazard, it's not a Daidara Bocchi fight either.
Biggest of all however; Yamata-no-Orochi not returning in some buffed up way from Nioh 1 was a huge shock, given the claim to fame of your pet dog-dragon-Guardian-Spirit Kusunagi is that it's the sword / Imperial Regalia that Susano-o used to slay the damn thing. '100%' I'm expecting a rematch in the DLCs - massive missed opportunity if not.
And the best worst for last: No Shuten Doji return-fight?
Are fucking kidding me? Ibaraki Doji, but no Shuten Doji for a double-encounter? Only 1 double-trouble encounter full stop, now I think about it.... weird considering one of the best fights from Nioh 1 was Nobunaga + Yuki-Onna. Do my eyes fucking deceive me? Team Ninja? Are you high on substances? Are you drunk? What the fuck?
{Anon taps the table expectantly} 'Fix this shit by the end of DLC2 you fucking hacks.' Port that kabuki yokainigga over, I want that Yokai Husband / Wife "Adopted Daughter" (according to Nioh's canon) fanservice double trouble fight.

As for the basic enemies, again, I'm confused by their choices.
First of all, Nioh 3 has a noticeably shallow new roster. I can overlook 50% of the enemies being one of 10 flavors of Jailer Oni (more proof it's the Buddhist Hells; Big + Small versions of Overworld / Fiery / Frozen / Needled / Final Level). Nioh 1 had a Skeleton Warrior / Yoki every encounter, Nioh 2 every encounter had a Gaki / Large Gaki. Nioh 3 is the Jailer Onis. Trashmobs are nothing new for Nioh, and same-y low-level soldiers keeps the uniques more unique. And, there's no Wind-Element Jailer Oni, so I'm expecting 12 flavors by the end of the DLCs.
Other than that however, there's only 10 original new grunt-enemies (compared to 18 in 1) - the rest being reskins of others. Grudge Spirits are transparent Dwellers. Yamainu and Raiju are on the same (kinda janky) new skeleton. Tsuare-Onna is a reskinned enraged Ubume. Thorned Gaki is literally just a normal Gaki with a hat on. The Hellblade Demon is a reskinned Magatsu Warrior on cocaine + steroids + many other performance-enhancing drugs. The game is good enough in terms of enemy diversity, don't get me wrong (though you do feel it more because of the larger maps); but it feels like they needed like 5% more budget for this and the Guardian Spirits to make it truly stand-out with a fully unique roster.
And on the other hand, who got back in? Well, Hellish Hags and Hell Soldiers aren't in the Crucibles. Namahage somehow aren't in the Ice Region (but we did get Snowclops, thanks for nothing Team Ninja, we were all shaking in anticipation for that one). Oborogurama aren't in the Bakumatsu cities, and there's like 3 Koroka in the entire game (and they die so fast I couldn't tell if they had any new moves). While I'm glad Rokurokubi has fucked off for now hopefully permanently, for the most part it feels like more bland stuff got ported in than the interesting and unique ones (Konnaki-Jiji is less of an unkillable cunt than in 2, but he still could have kindly fucked off forever too) (can't say the same for Bakegani). None of the reskinned elites from 2DLC3 (Ongyoki / Suiki / Kinki / Fuki) are in either, no Fox Spirits, no Mega-Crystal Yoki, no Onyudo, no Mitsume Yazura. The game is already filled with borrowed assets - I say, all or nothing. They're not getting points for an original roster, so why the fuck isn't everything and anything in? Are they saving it for DLC assetflipping? I dunno.

If you're a new player - holy shit, this must be monster madness, with so many unique and cool enemies.
For returning players, it's very noticeable, even in spite of their +1's and touch-ups. At the very least, NG+ has completely different enemy layouts and encounters just from the sliver I saw of it, so they didn't skip out there. Also, it's still a holdout bug from Nioh 1 that Mujina do not count as defeated if you whistle them out and successfully clear their gesture minigame, but Nurikabe do count for the same reason (so you're forced to kill 5 for the Title) (which is a bit cruel, because they're the friendliest enemies in the game, just playful little nutsack badgers).
Karasu Tengu is still a bitch though, he never recovered after Nioh 1.
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Combat
Combat's up/downsides are more nuanced.
Samurai-Ninja Shift is not Yokai Shift, but it is an overall improvement.


First of all, the only key outright downside is that Onmyo Summons are a flat downgrade from Yokai Cores.
You can't use them in combos, and if you remember how useless the Skeleton Archer core was in 2 (locking your inputs so you could spawn 2 Skeleton Archers to fire a short volley of fire arrows), every Onmyo Summon is that. In fact, the Skeleton Archers are now one of the strongest to "use", because they don't miss and they still do respectable damage.... but they're still basically the same core but with tracking, just put it into perspective. The *only* thing Cores are good for is to get the core-related Stats and Perks. I personally used the Mega-Gaki as my attacking core just because it did a chunk of guardbreak for annoying human bosses guarding and had a huge AoE to double up as a trashmob clearer, and then only assigned Scampuss core because it gave a ton of Luck and never used it because it did pebble-tier damage. You only have 4 at-hand item slots, one of which is reserved for your Healing Pills; Onymo Summons barely justify taking one of those slots as a cute suboptimal gimmick. Despite this, the Mega-Gaki still missed a ton of times, even got me killed a few times. Compared to how fluidly you could previously use Yokai Cores to cover numerous aspects of a playstyle (from buffs, to safety animation cancels, to safe / Ki-preserving chain-extenders, to chain-finishers, to status application, to on-demand lockon projectiles), it's a significant downgrade. I know most people didn't fully utilize the Yokai Cores to their fullest extent, but I was one of the few who did.
DRAGON NINJA lacks the Soul Core spam of Yokai shift, but it feels and plays much better than Living Weapon.

The main facet that replaced Yokai Cores and Yokai Shift however, is better.
By enabling you to run with Samurai and Ninja at the same time, you have more freedom to heavily specialize in two complimentary areas (rather than needing to default to a more "generalist" build with some side-choices). Bosses and general game design can also safely "aim" at one of the stances and feel more unique as a result, and the Stances play differently enough to one another (even before build speccing) that it's always fresh.

 - Nioh 1; I went with a generalist Wind-Spear build
 - Nioh 2; I challenged myself by running Combo Hatchets, and beating the game without Head/Chest/Hand armor aka a 60% defense penalty (which resulted in a lot of death screens) I relented during the DLCs and put on Hand armor so I could mess around with Grace sets because Yasakani's. Really, I'm nothing but a fraud.... a fake gamer.....
 - Nioh 3 I was able to massively specialize into an ultra-heavy armor Deflect Samurai (Warrior of the East set, later Tatenashi) and an Elemental Ninja (Iga Set), leaning Samurai / Stamina for my levels. So I still had the same tools as those generalist builds, but had much, much more moment-to-moment gameplay to work with. I didn't feel like doing much of a challenge, but I did choose not to respec my level at any point (now free); so for many weapontypes, I beat the game essentially with only 15 points invested into their corresponding stats total (instead of 99+99), unless it scaled with Stamina (and I only did that minor investment because OOC, I knew that the earliest softcap up to level 10-15 in any given stat has a lot of general value; even if damage scaling prefers linear focused-investment). Which wasn't noticeably challenging for me in the slightest, and I didn't ever feel penalised for this (because I'm a fuckin bawss hard-R gamer).

Ninja did feel like it got the more preferential end of the stick in overall gameplay, if only because it moves faster through the world for convenience (both movement and cleaning up trashmobs), but the traditional Stance-switching Samurai has it's clear niche on the slower Legacy-level style areas; with boss design evenly split between the two. At first I didn't like being pinholed like this: the first real boss in the game forces you to learn this, because he annihilates your guard then often follows up with a command grab you can't avoid as an early Samurai, but has clear recovery windows to punish as a Ninja (me being stubborn, I wanted to beat him as Samurai, spent over an hour smashing my face into the wall, then went Ninja and did it second try and couldn't give a fuck to rematch him with my incomplete Samurai moveset), but once you have your foundational skills / perks online so you can account for Stance weaknesses (eg, some ranged capabilities and movement for Samurai, Yokai Pool Cleanse on Ki Pulse as a Ninja)'', it works much better, since it's less of a forced-mechanic and more of a flexible / optimal-choice you can choose to ignore, depending on how you want to approach something.

That said, a new major flaw is just the sheer amount of mechanical bloat the franchise has now accumulated.
With Nioh 3 being a successor to two already complex games, the amount of inputs is getting genuinely hand-mangling. There's just too many inputs, and so many are important to nail on reaction / cue. Ignoring things like single-inputs, directional inputs, one-off button combos (eg activating DRAGON NINJA or bringing up the Emote Menu), weapon-unique inputs, held/charge inputs, timing inputs or other circumstantial stuff; there are 4 major branching combo-inputs alone;
< Samurai Stances / Ninjutsu Tools (L2)
< Guard (which branches into your Weapon Skills) (L1)
< Burst Counter (which branches into your Guardian Spirits) (L3) (and because of that, would sometimes scuff the input by pushing the button a fraction of a second before the stick, and I'd unfairly get deleted by a Burst Counter attack which I 100% responded to and timed correctly) (even before the Burst Counters are on a different input-branch than what they were in Nioh 2) (and some enemies have slightly modified indicators to throw you off)
< Readying the Bow (which I ended up having to assign to holding □, and having to scuffed claw-grip to reach the Right Stick and aim it - because there was just not enough buttons on my controller, and the above three branches were more important)
In total, I genuinely wouldn't be surprised if you're juggling over 30 priorty inputs at any given time, many of which demand split-second responses, else you get your skull caved in.
On top of what I mention with the Burst Counter, there were numerous times when I'd know what I wanted to do, but my brain would just short-circuit trying to remember the button combo, and I'd miss the window for the punish / input. There's just. So. Many. Fucking. Inputs. I dread for when the DLC rolls around and I have to re-learn them all vs more difficult enemies. And that's me, someone who's played them all: a newfag coming into this is going to be thrown into the deep end, and I wouldn't be surprised if most of them just default to spamming a safe attack on repeat and never learning half of the depth of it. I'm sure some dweeb will have some epic l33t combo clips where they do 101 things in one string, and while I did catch up about halfway through and had a great time with the combat, even come lategame I'd still have an occasional time where I'd be unable to do an input because of hand-mangling (eg, good fucking luck trying to swap your item bar mid-combat - you're basically locked to your first 4 items for active use; later item sets functional only for long-duration pre-buffing). Maybe it would be more manageable with a controller with back-paddles / buttons - but holy fuck if there's a Nioh 4, I might just be Ni-opeing out if they add another branching combo-input tree. Compare this to most other slikes asking you to know how to press Confirm, how to Roll, and how to Quick Attack; you can very, very reasonably beat them in 3 inputs + movement and camera.

Another thing that ought to be noted on on is weapon balance and altered movesets. Especially if you're reading this having played 1/2 and are interested in seeing if your weapon-fu is intact.
First of all. Not JUST Jumping. Double Jumping. Aerial gameplay is available for all weapons, and most levels have basic platforming. You can also slide down any slopes / stairs which is useless, but very fun. Sprinting exists in the overworld, but does not work during combat.
As you may know, Ninja form does not have High / Low stance - IT'S BABY EASY MODE WHAT WHAT NO WAY FOMO FOMO LOOKATMELOOKATME GAME SHIT REVIEW OVER PACK IT UP YOU CAN BEAT THE GAME WITH BUTTONMASHING LOOOOOOL it's uses a single conventional-style moveset, and the stance switch option is exchanged for using gauge-filling Ninjutsu. It has massively increased dodge range and a guard the strength of wet paper. Many bosses are aware of the latter. Some Ninjutsu work as attacks like blink-dashes, others are discount spells - this is where Ninja form's skill ceiling is found. It is a lower ceiling, and it is more accessible, but if you focus on Ninja's unique gauge-attacks (eg, a warp-blink, a Earthbending wall-up-stomp, a shadow-jutsu-clone that pulls enemy aggro) rather than being a bitch that spams projectiles on repeat, you can squeeze a bit out of it, and it's far more complex in total than the sum mechanic of Yokai Cores (even if it is different in many ways, positive and negative). Ninja also gets the ability to do a tiny mid-air dash later on, for improved platforming. Minor gripe: doing the Jump-Jump-Dash from a static position moves further than Jump-Jump-Twirl from a running position. Annoying, and got me killed trying to run through a stage's platforming a few times.
Samurai's sloppy seconds is that all weapons now have damage-nullifying timed perfect guards (a la Sekiro, but with a minor stamina cost), all weapons have Nioh 2 Switchglaive's attack-on-Ki-Pulse-stance-change, and you can charge your own new Martial Arts gauge to boost up the power of your strong attacks / combo-attacks (giving more of an incentive + utility to use them mid-fight). All of it combines to easily be the most fluid execution of Nioh's gameplay, and very intuitive for DIY on-the-fly combos. Writing it down doesn't express it enough, you just have to experience it / trust me on it.
Both styles forgo Passives, and you can choose from a selection of form-unique Perks at the Shrine - no more permanent "Attack Boost on Ki Pulse" or "Increased Onmyo casting Speed", those are each just a Perk to choose from (if you use it, those are still cheap toward your Perk cap, if you never used it, you can swap it out). Choices range from generalist perks like "Increased damage to out-of-Ki" or "Form shift does a small AoE that boosts your gauge charge", playstyle-shifting perks like "DRAGON NINJA being a fixed shorter duration in exchange for it no longer reducing as you take damage" or "You can Ki Pulse your Ki lost to guarding", or a few meme perks like "Spawn an attack-Scampuss on a perfect dodge". Naturally I took the Scampuss.
Overarchingly, you are now also able to respec your Level and Samurai / Ninja points at any time, so half-way through the first region, you can reasonably have every base unlock skill for any weapon you want, any time; with the only thing stopping you, being that resetting it also resets your skill loadout, which is time-consuming and annoying to reassign (and the Skill Loadout Save/Load either doesn't work or is obtuse enough that I couldn't figure it out). By endgame + 100% exploration, I had 3 weapons on each stance maxed out with all skills (since there's no dump-stat skill to get +1 to attack, like previous games), and by the end of the DLC I expect you should be able to have literally all the skills for all the weapons. No more weapon category proficiency taking 70 hours to get another 1.2 billion proficiency for a new Skill Point because you want to try a new attack - that bullshit's all gone, and I spit on it's grave, ptuh, ptuh. It also makes you constantly re-evaluate your Skills and remind yourself of your potential inputs, which is a neat side-effect, and adds to the comment in Samurai that you're naturally more inclined to utilize the deeper mechanics of the combat.
I did also use every weapon in the game, since I was Title-hunting (the internal achievement system, which gives very minor perks, but do add-up to be notable if you nab as many as you can), and ended the game with the second title for most weapons / 200 enemies killed per weapon. As such, I figured out what was broken, but never spent too much time on any given weapon that I could be tempted to abuse it (on top of my aforementioned mini-challenge of not actually investing stats into most weapons). So, as for my quick commentary on each weapon (blind, no metaslave research into what's supposedly good or not);
> 1kat is 1kat, the bread-and-butter basic weapon, and does everything evenly and fairly. Mostly. Because High Stance is broken. You can now get a Poise-on-Martial-Art perk, and combine it with the long slow-walk-strike High Charged Heavy, to chunk bosses for 20% of their health and oneshot elites if you can facetank them (made easier with Protection Talismans nullifying a set amount of damage). In a chain combo, you can do this multiple times with enough knowhow and annihilate anything with ease. Maybe it was a product of me running the ultra-heavy-armor, but what wasn't a product of that, was that the Light-Heavy combo's spin-slam skill is also massively overtuned, clearing up even stronger trashmobs in a huge AoE with ease, despite minimal stat investment. The 1kat definitely needs an alternate Heavy-Quick option too, since you only have one to choose from, and it feels like a punishment for how weak it is combined with how long you're locked into it's recovery. The rest of the moveset is fine; and there's even a new cool Sandevistan-echo-to-their-side repositioning attack.
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< Spear felt bad, and that's after extensive experience in 1 (don't know how it was in 2). Each stance just feels unfocused; Low Stance has most of the same combo skills as High Stance (basically just separating their basic Light and Heavy), while Mid Stance has entirely lost it's safe-committal dodge-pokes and blocking. It's in-out gameplay does not mesh with standing your ground in their face to combo that the Martial Arts gauge incentivizes. Everything felt undertuned, it chews up your Ki and the delays between attacks just felt plain clunky at times.
> Axe actually felt like the most well-rounded and fair weapon in 3. With the exception of a very, very cheesy shitter spin2win-as-long-as-you-have-Ki (which combined with the a Poise-on-Martial-Art skill, to shred anything that let you); it felt especially good to play on Block, as a deflect-and-punish focused weapon. It still had it's big-dick Charged Heavys that synergise well with the new Martial Art gauge, and while it couldn't do everything, it felt like it could handle any situation in a balanced way, fully using all three stances as as you would want Damage / Safety / Speed between High / Mid / Low, and with an even spread of unique skills between each stance, that weave well on different timings for combos. Me investing primarily into Stamina was just a neat-side bonus, I didn't really notice any overtuned damage.
< Odachi felt.... not it. I can't put my finger on it - the fluid stance switching playstyle is fully intact and easier than ever to play with and customise to your liking, but the weapon outside of that felt far too staggered and clunky, making the stance-swapping combos easy to do, but ultimately unrewarding for the "rest of the moveset". I definitely know it's iconic Yokai-parry is gone. I suspect that maybe it just didn't click, and it was the only weapon I didn't unlock any of the secret skills for (just bad luck on my end in the Crucible), but again, 200 enemies killed + some bosses, it's not like I didn't give it a chance.
< Switchglaive felt like a disorganised clusterfuck with nothing holding it together, and with the exception of the boomerang-move-on-block, had nothing that clicked for me. Charged attacks auto-swapping stances is a gimmick that will get you killed, and is made redundant by just changing stance (safer and faster). Losing it's stance-change-attack gimmick just means that every other weapon does it's gimmick but better.
< Fists are a neat idea in concept, but took too much work to get going. You get access to Grace of Susano as a Passive skill very early on, which you obviously want to combine with Fist Mastery to double-dip on it's gimmick of more unique skills in one chain = more damage. But in the process you have to sacrifice your speed-casted Onmyo / the other ones I don't care about because they're shit in comparison, since they compete for the same Mastery-Passive-Skill. You also spend more time trying to think of ways to weave in a another unique attack / stomp for the combo chain, but in doing so, you actively try to use it's many bad / clunky / does-nothing-special-or-new-or-different attacks / situational-attacks-outside-of-situations, rather than repeating the same few fitting skills; and ultimately any enemy with any amount of poise (which is most of them, especially bosses) will floor you for fucking around so much near them. Coolest riposte in the game, it's basic Lights/Heavys feel good enough, and when it works against humanoid grunts that feel the push-and-pull dance of the weapon, it works great, but it just felt like it's not made for Nioh. Probably will have some l33t clips, probably broken with a perfect endgame build that bullies everything, but impractical for normal [New Game 1] gameplay; and that's on top of me running ultra-heavy armor for the poise + wouldn't exactly say I'm a shitter.

> Ninja Sword just felt like lightspam with cool animations.
> Ninja2kat just felt like lightspam on steroids, but it at least had a nice aerial transition attack.
< Kusarigama 'got fucking gutted' with the removal of stances - no longer High=Sickle, Mid=Ball/Sickle Low=Ball. It's still usable, but the amount of missing skills that I remember from Nioh 1 (eg, the basic ball throw) was just distracting. At the very least, it was replaced with a drag-to-you / drag-to-them flow to the gameplay, which while much shallower... at least works, and at least it's something to play around.
> Tonfa are actually fine losing their High/Low stance - every skill you'd want is still intact, and it goes all-in on the Demon Dance stuff. Not nearly as much of a Ki nuke or versatile, and you feel the loss of Low Stance, but the huge attack rate is satisfying, it's not pure lightspam, and the weapon works great with Ninja-stance's high-dodgy-punish playstyle, as you're always fishing for a way to navigate your way into a Demon Dance without getting too greedy.
< Hatchets felt bad, and that's after extensive experience in 2. Probably the biggest loser of all the weapons. Hatchets used to be about controlling your distance with the variety + versatility of ranged attacks, and maintaining damage uptime with commitment you dictated. All that is gone. They do nothing well, charging the throw does not affect their damage any more, you can't choose which stance / type of charged throw you use, their range is gutted, both dodge-throws are so short range that it's functionally just locking your input for a weaker attack than just attacking (which will slide you the same distance or further in some cases), and what remains is either clunky and punishable, or low-tuned. It does not fit on Ninja Stance at all. They even gutted Spinning Crab, which was just a meme. A poor, innocent meme. The only usable + fun attack is a new goomba-stomp (and combines with the downthrow to be the only really usable gameplay loop) and a new long-range warp-throw, which is a cruel echo of what the weapon used to be. Killed me inside desu.
> Splitstaff felt the loss of it's stances too, with most of it's remaining attacks boiling down to "how do you want your extended range high attack rate", with multiple attacks just feeling like clones of one another. It's not buttonmashing lightspam, but rather, every attack will spam a barrage of low-damage-high-attack-speed hits. I mean, it gets the job done without button mashing, and it's fluid + decently tuned, but it just feels same-y, and nowhere near the choice that splitting-your-staff had with Stances.
> Talons are all style and no substance, and I'm all for it. It has one really good short chain (Quick into Heavy), which is a low-committal diagonal whirlwind-spin that does a ton of damage when not blocked. Everything else is just styling on motherfuckers with how you approach them / navigate around them, with that core spin as your main damage source/punish. At the very least, fun to just fuck around with, and easy to make yourself feel like an epic gamer.
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Enemies
So that's the core gameplay. Combat Design isn't without praise / criticism either though.
Bosses are loosely split between Block, Dodge and Get-Fucked. Block bosses have stupid amounts of tracking but fair interactions with guards as Samurai, Dodge Bosses will smash your guard in one hit but struggle reaching it so incentivise you to get in-out as Ninja, and then there's the ones where they cover the area in ranged-elemental-AoEs that chip through you block with split-scaling, and oneshot you if you get clipped.
On the other hand, while I personally don't like Sekiro's block-focused wait-your-turn block-combat, but I can recognise it's just down to preference, because I really like Team Ninja's flow of wait-your-turn block-combat. They nailed it, precisely because you're given more agency and options other than watching a 6s cutscene every 7 seconds, and a select few tools to work around the enemy's agency that don't make it entirely redundant. In Sekiro, you will almost always be punished hard for exploring different options than the pinhole-tier-dictation, in Nioh 3 you usually have a clear choice but a few others to exploit a situation (do you wait your turn, or do you focus on Ki-pulse-guards to preserve your Ki for a stronger punish, or do you use your Poise-heavy, or do you shift to Low Stance to weave in a bold Quick attack inbetween the 3rd and 4th hit; etc etc). But when bosses remove any and all shred of agency on your end and get the ability to snap their fingers and send you back to the shrine for having the gall to want to play with them rather than do your best to ignore them, then it's a real fucking problem. The sad thing is that while the optimal approach for the Dodge-bosses to stay as far back, kite and cheese with projectile spam;  it's basically the only approach for the Get-Fucked bosses (hence their name). Which isn't fun. Isn't engaging. And isn't satisfying. More bosses needed counters to projectiles, ideally sending them back at you, like Yoshitsune's arrowproof status; but I dread wishing for it, in case they stuck it on a Get-Fucked boss.
Also, I'm getting really fucking tired of enemy hyperarmor in Team Ninja's games. If I'm mangling my hand to do a 17-input long Ki pulse chain while dressed in full Havel, and the dude in bathrobes just decides to smack me out of it because he's got Boss Status and the reaction-tier attack he started while I was already in my active frames gets infinite poise, then no fucking shit I'm not going to be happy. It's difficulty padding, and it's cancer. It's a different kind of difficulty padding than FromSoft's infamous delay-attacks, and it's different to more amateur games jacking up the HP+DMG to unreasonably / boring levels, but it's still padding. It's not to say I won't accept it happening - if the thing is a reanimated statue, or a dude wearing full plate, or has some magic mumbo-jumbo looking spirit-force-shell-armor.... sure. Because I'm anticipating it. But the difficulty only feels fair when bosses play by the rules they teach you to understand. This is exacerbated, when there also is no justification for speccing to wear the heaviest, highest Def armor in the game (+ set bonus), only to get killed in one truechain - from that interruption to your own attempt at skill expression. "Yeah, well you can survive one boss attack", doesn't mean much when that one attack true confirms into 5 others, and you sacrificed your evasive options.
Well, what if it means you're supposed to do both Samurai and Ninja right? Block the undodgeables, shift, and dodge the unblockables?
Well the mechanics don't lend to it - the delay between swapping locks you out of your inputs, and often times, the undodgeables and the unblockables are one and the same. One particularly tendril-ly boss is so ridiculous that he literally just pivots around in place like a turret while he's writhing around, preventing you from getting past a square of damage heading at you if you didn't have a huge amount of room to get out of his way already - and the writhing around will smash your guard, because as a multihit it's impossible to parry and deletes your block (again, maximum stamina, highest poise, strongest default block possible / reasonable before speccing for equipment perks). And this is on top of many of these chains being oppressive to the point the undodgeables and the unblockables might not be the same, but they do weave into one another with no rhyme or reason, other than "the boss has both these attacks, so expect both at once at any time".

I want to point to the two extremes. Spoilers ahead; and I'm only blotting out the first few mentions, skip the paragraph if you want to go in blind.
Takeda Shingen V2 is genuinely one of the best designed fights in the genre, from an appreciable and objective level. And Hiruko is a textbook example of the above points of Get-Fucked bullshit.
Takeda caved my skull in, numerous times. Yet, not once did I ever feel like it was anything but my own fault. He's a clear Block-focused boss that has numerous melee-chains with different timings, yet similar but clear tells. He's not going to let you plink him with Ninja bullshit, because he will chase your dumb ass like a magnet, and many those previously mentioned chains are deliberately designed to have rollcatch timings part-way-through (not the 1st punch that you might get caught out in the wrong stance and need a split-second to swap to Samurai, but the 7th will get you if you stay as a Ninja). He even has a fairly telegraphed flashy mega-nuke-bomb spectacle-attack that encourages you to swap to Ninja, backflip away, and punish before he hounds back on you. Your Guardian Spirits are all able to deal with his Burst Attacks, so your choice of Guardian Spirit is based on playstyle and optimal counterplay, rather than mandatory counterplay. And you know what - to top it all off, he's the culmination of a very strong map, his first / humanoid encounter is pretty good too, and he has a pretty good design and has the best and most memorable OST in the game. He is very difficult, but very fair. A block to your progression that demands you sit down, and learn him. It. Is. Perfect. A fucking flawless boss, that proves that bosses do not need to have Margit's level of input delays or any of the later bosses nuke-grade guard smashes; to be both a challenge, a fun challenge, and a genuine threat and spectacle. All it is, is heavy tracking + chasing, with mid damage single-attacks but truechains that will oneshot, and short breathing room windows inbetween. That's it. That's the secret sauce. The winning formula to an engaging block-focused boss. It's a similar formula to other great block-focused bosses across other games. And Takeda was such a good fight, I could appreciate that.
Meanwhile...
Hiruko, aka Shaman DIO, is the opposite of this. Hiruko doesn't have a humanoid encounter-1... he has a humanoid phase-1 (the only one in the game where the boss is completely different and split by a cutscene), and this does nothing but waste your time. He's a naked dude that jumps in and out of range as he pleases, and has heavy-tracking melee chains which also project heavy ranged elemental damage shockwaves that chips through block. He also has an awkward-to-dodge command grab unblockable that not only deletes most of your health, but will instantly apply a Fire debuff to you (usually Discordant'ing you if you just dealt with his Water element stuff, which as usual for Nioh, is a death sentence), and the kicker is that it comes out fast enough that you often lack the Ki to dodge, because you've been blocking his attacks. His moveset in phase 1 is extremely shallow, you learn the timings very quickly; but you're punished nonetheless by either getting chipped down, or getting grabbed. The healthbar is padded enough that you can't ignore it, and it plays out like a 50 second delay before the real fight once you memorise it. Phase 2 kicks in at 50% health, restores his entire HP bar, then sets him to a Yokai fight - one where he oneshots with everything, covers everything in huge AoE's, then at a moment's notice can lurch forward at you and impale you. He has almost no punish windows, he turns the entire arena into a damaging hitbox almost constantly, his Ki bar is thicker than Tate-Eboshi's thighs, his Burst Attacks are basically uncounterable without an instant melee-range Guardian Spirit + perfect timing, and he doesn't even have an Amrita weakpoint to exploit (typical of a Yokai boss). And he has a soft Phase 3 at 50% of that, which is the same but more but faster. The only option you have is to kite and use Ninjutsu - to completely detatch from his fight, and hope RNGsus doesn't back you into an unavoidable oneshot of one of his lingering AoE's staggering you for 0.1s, so he can warp over and cut you down / doesn't get you while you're re-applying a Recovery talisman to clean up the constant chip damage. I'd even say he's balanced around Quick Change Extra-Lives, one mechanic I still refuse to use. He even has an attack where he summons 6 blood-rain columns in a wide circle around him that reduce your maxHP if you touch them and stay on the arena until he resummons them - completely ignoring guard and covering such a huge range that you're going to bump into them while dodging unless you completely disengage from the huge circle they deploy in. He's not the final boss, he's the stop-gap of the most linear section of the game, and a whiplash of unfair "harder-than-anything-else-in-the-game-up-to-that-point" difficulty.
And immediately followed by another bullshit boss, your K-Pop brother. While DIO is clearly the harder of the two, the fact you have DIO first, then you're hit immediately with another is a total burnout. Your K-Pop brother is a fight much more designed around Ninja Stance, but it's in such a small arena that you can still get deleted with your back to the wall / in a corner, has numerous arena-sized elemental AoE's, and he is another hyperarmor-on-demand-in-cloth bullshit boss. He even goes intangible during some punish windows, because you're literally not allowed to damage him while he stands around sighing.
There is almost nothing redeemable about Shaman DIO, aside from the unique Japanese-Shaman-Warrior aesthetic, and that you realise part-way-through that the arena is your hub area before it was destroyed. Forgettable OST outside of the first second of thickdick deep Baritone Horn as you skip his cutscene again. Basically, you can really feel them thinking of ways to fuck you over, rather than challenging you. You don't "fight" Shaman DIO Phase 2/3, you avoid him as long as it takes for you to kill him without interacting with him, and if he kills you first, you're straight back to the start of the fight.

With only a few other exceptions, most bosses only took me a few tries, and on principle, I never played to cheese them. It's not a lack of capability, I'm pretty confidently a veteran of the genre, and know the in's and out's.
I know most fights are a puzzle to be solved to make them easier. I know when I make things harder for myself for the challenge.
It's that I'm criticizing bad design when I see it. It's not that I can't deal with it; it's that I'd rather *not* deal with it, in a very boring + uninteractive way; when the game is designed around two much better options, and has absolute shining examples, and an otherwise good baseline. If Nioh 3 was made entirely of Takeda Shingens, it would be GotY no contest. But it's Team Ninja's waning apathy that leads to Hirukos, that ruins any credibility or ability to call it completely fair.
Here's a fun little tidbit though: the first non-mandatory boss you fight is one of the hardest in the entire game (as in, requires endgame gear then requires you to search for him because his spawn location is semi-random). Pretty fair with gear (even if he's designed to scale with your sets + level), but it was a pleasant suprise getting bodied by the Demon, a real hark-back to DS1's '[BONE ZONE]'.
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Menus
Uniquely, since it's a Team Ninja game, I also ought to touch on the love-it-or-hate-it Menus / Item system.
Get used to it, it's Nioh.

Early on, menus were actually pretty leisurely. Decent bit of Quality of Life across the board, for example you don't need to craft up your Forging materials to higher qualities, you just use the core material (eg, no Common / Uncommon / Exotic Lacquer, it's just Lacquer, and fixed at 50 to forge Exotic). Income seems generally higher, and much less resources are needed for dumb shit on top (the only limited resource being money, which is common across all facilities, and should be substantially easier to farm since it's just the 1 thing). About what you'd expect, especially since I was focusing on getting my Facility-based Titles online, so that involved using all the facilities evenly (Donating, Disassembling, Soul Extraction, Clan Donations and Selling).
Also, notably higher Item Box cap, so you can put off dealing with the menus for much longer, rather than needing to keep on top of them mission-to-mission - for my entire playthrough, I only say down to chew through my items 7 times (total), as oppose to inbetween every mission. 
Another immediately obvious improvement is that all your stats and bonuses are now presented in a clean way, so you can easily tell what's what in your build. However, it still suffers from vague skill / perk descriptions, and some of the skills / perks on offer in your menus / from Titles are pretty broken. For example, I knew from a shitton of testing in Nioh 2 already, that Stealth is a completely fucking busted perk for exploration (essentially enabling you to crouch-walk ~5m away from an enemy undetected, and do execution kills in the plain open without alerting everything around you) - and one of your Title Perk options is just that, free. Permanent A- in Stealth at all times, no concessions. In another case, when I joined the Todo Clan in the Teahouse advertising a C in Life bonus (Stamina), I was expecting, maybe 200, 250HP tops. Like, a neat extra 20% HP. I went from 1,730HP to 3,900HP at 41 Stamina, more than double my health - and this was treated as equal to "Melee Ki damage = +2.5%". And the kicker was that you're not allowed to change Clans for 8 hours, so I was essentially stuck on easymode for a full night of playing (only later found out you can disable Clan bonuses, because you can equip bonuses from opposing Clans if you max out enough Clan affinity for each). Suffice to say, I didn't die once for the duration of that session, and I was not happy.
It feels like we're still feeling the fallout of the balance arms race in Nioh 1; how the weakest stats are the most obvious, while the strongest are often the most vague. The only menu change I disagreed with, was that the Weapon Skills no longer light up their nodes when you're looking at them zoomed out in the zoomed out view / by categories (significantly better presentation in Nioh 2) (sovl, even).


Lategame menus however..... after I understood the new Forging system's "skill floor".... it's significantly worse than Nioh 2.
If you're the kind of person who doesn't give a fuck, then refer to the former part - you can ignore shit / set it to filter, etc. This doesn't affect you.
However, if you do "get it", then yeah, it's way worse. Previously the name of endgame Forging was Umbracite - you didn't need to pay much attention to what you were disassembling, just Disassemble the shit you don't want for Umbracite, combine your Umbracite into Quality / Divine Umbracite so you had access to the best perk pools, then reroll your skills a few times to get something cool / usable. Now, rather than rolling for equipment bonuses, you can actually choose exactly which bonuses you want. Great right? Well for that, you need Material Essence, and specifically the Material Essence corresponding to the perk category (eg, Ki Material Essence for Increase Recovery Speed or Ki Damage or Extra Ki). You only get Material Essence as a rare perk on item drops, and each type of Material Essence is distinct. There's like 15+ of them, and they all drop 1-at-a-time, and can only be used once each.
And in another menu category, you need Azure Soul Ore from Soul Extraction to +1 your gear, which are only sourced from Gear with a +1 value. And, as I mentioned, Disassembly is pretty suboptimal outside of Material Essence, since all the materials are simplified + cheaper. You instead want to be selling your trash gear with no Azure Soul Ore or Material Essence, so you can afford the Forging process. So you can't just blindly chuck everything in the Disassembly, because you need to go through menus to individually pick out the rarer gear that disassembles for these materials, leave, and sell the rest.
The difference between Nioh 2 and 3, is that Umbracite had a simple breakdown process but a tedious rerolling process, whereas Material Essence has a tedious breakdown process and a streamlined Forging process. Granted, it's not as bad as the absolute shitpile of Exponential Costs that Nioh 1 had, but I think by trying to streamline and optimise the results, the process is significantly more tedious. Sure, in Nioh 2 I might not have been able to get a flawless "Increased Defense (Stamina)" on all 5 pieces of gear - but I also didn't mind rolling and settling for "good enough" Tenacity on one, Anima-on-Hit on another, Lifesteal-on-Quick-Attack on another etc. All this could be fixed with a "Disassemble all Equipment with Material Essence" button in the Additional Settings / Select All..... but it doesn't have that, and none of the post-release patches have had it yet. Maybe by the time the DLC rolls around.
But until then, if you're not ignorant of the ...."menu-gameplay".... ...yeah...... and care enough to want to do your own custom-build, well it's just more time-wastey. At the very least, the Sudama droprate system in the postgame seems like it will massively help you get some decent rolls on gear you actually want to use; even if I've not gotten round to using it yet. Really ought to get a Yasakani Magatama before the DLC. I had a small panic attack that they might not be ingame while I typed that, but yeah, they are in Nioh 3. Phew~

Also Matsunaga Hisahide's back in his teahouse. Would have preferred literally any other historical teamaster, but I guess it's just easier to reuse him instead.
Fuckin...
Hisahide


Now, for a non-review derail. Anon's top tip for Nioh (in general).
Do yourself a favor, just max out your Luck when reasonable.
Just. Do it.
Every gamer ever usually figures out the time-old "Increased EXP gain is valuable in any game, because more levels is more bettererestest" at some point in their GAMER ascetic training, and shit, more Amrita is more Amrita. But take that. Put Luck above that in value.
I got burned in 1 and 2 being shit-out-of-....luck for when I wanted something. And brother; you might not get the thing you're after all the time (for me, I still don't have that Tatenashi Set Smithing Text), but running around with a Grinding Build level of luck (~120) during your base playthrough will mean so many mundane enemies will just fuck off and drop their 2% chance Smithing Texts before you're aware they drop it and you need it. Compared to it being 0.01% and you needing to go out of your way to re-grind them, and the difference is night and day. And they do it pretty often. And when you DO need to start grinding Drop Rates over Equipment Quantity (which you will), you've already got a working Grind Build up and running, and you don't really need to spend a lot of time doing the grind.
Lots of Nioh's mechanics are extremely complex, and it's always opaque and never well-documented. You cannot rely on "just look it up online", even ignoring the SEO clogged up by incomplete FextraShite articles. I don't know who the fuck drops the Tatenashi Armor Text (the "AI enhanced" search result is a hallucinated answer, claiming it's from a mission that doesn't exist), but I want him dead. That said, the one time I had 4 pieces of Iga, and just needed the Chestpiece so I could get the set bonus - hey, what do you know, turns out that I lucked out and whoever drops it, dropped his fucking text without me needing to care. At least entire weapon attacks aren't locked behind a Smithing Text drop like in 2. I was a sucker who just happened to run Hatchets in 2 - meaning to get the Secret Hidden Hatchet skill (which you'd want, because the Hatchets didn't have many skills compared to others, being new weapons), I had to deal with Yokai Shibata Katsuie / one of the harder bosses in the game. It was in the late 70's times-killed when it dropped. Then DLC1 happened and I had to grind the first DLC boss to get the Divine Bird Flight universal skill, another ultra-difficult one for that stage in the game (about 40 times for that one) (at least when he showed up for the rematch in 3 I kicked his teeth in, despite years of rust), and when I found out there was a second Skill Text in DLC2 I just said fuck that - hence why I didn't make that same mistake this game. Hidden Weapon Skills potentially dropping on anything in a Crucible and being shown locked on the menu at all times is a night-and-day improvement by Nioh 3, and I'll take it any day over 2's system.


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wait....


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'!!! IMPORTANT !!!'=
the babe section
'Team Ninja carries a legacy. A proud, storied legacy.' One that has made many jack-off sessions go by a little bit better NEEDS to be noted on, evaluated, and written down for the ages.
>Main girl
I liked her. 1's Okatsu was too cutesy and didn't do much for me. 2's Mumyo had a clear niche but it wasn't my niche. 3's Himiko strikes a nice balance. She's average, but she's the kind of so-forgettably-average-it's-actually-unusual-and-loops-back-around-to-being-unique. Partly for narrative reasons too, which was neat. Nice VA, nice interactions; while I can recognise Okatsu is probably more mass-appeal, I'm now on team Himiko.
>Blacksmith girl
No.
1's Senji Tome holds the title for best girl in the franchise. 2's Senji Toyo was a total letdown. 3 - she's got a nice voice, but she wears a fuckin Fox Mask all the time. I thought maybe once you'd finish her related quests, she'd take it off and be a qt3.14, but no. Shame. Still better than 2.
>Other Girls
Nioh 1 had Tachibana Ginchiyo, Fuku, Maria and Lady Chacha. Pretty star side-cast, honestly.
Nioh 2 had the Okuni the Dancer, Minamoto no Yorimitsu, and yo momma. Got the job done, could have been better.
Nioh 3... does not have other girls, so automatically loses here. It's all just Himiko............ {Pause and look into the camera while the stock studio laughter sound plays}
>Yokai sluts
We've got a few new ones that we, as distinguished /monster/fuckers, need to sit down and talk about in an intellectual way. There's 3 fucked up granny enemies / bosses if you're into gilfs (Yamanbafuckers lovers rejoice), but that's just too degenerate even by my standards, and two of them have a mouths larger than their shoulderblades. Mermaid is textbook cute but nothing special; and as you'd mythologically expect, shrivels up into a dried corpse once she's out of Ki. Tsuare-onna is just a glossed up icy reskin of Umbume, which is admittedly alright, because Ubume was up there in the Nioh 2 rankings. Demon of Envy is hot, but forgettable and she's the most hidden optional boss in the game.
But none of those matter in the slightest because Ibaraki Doji takes the prize for best girl in the game, locking horns with Senji Tome for best girl in the franchise. Mismatched mid-quality VA that actually grows on you, but we can use the incredible Photo Mode to pause time frame-by-frame and frame-perfect investigate during specific animations (with helpful extra lighting sources) to discover that under her baggy grazed hamaka, pretty sure she's deliberately wearing nothing nopan (caught in full HD), which just hardsells her already hot as fuck design beyond any conventional measure - EASILY a 'Top 10 juiced up Team Ninja girl', and I'm not even usually one to go for the musclewomen. Yuki-Onna & Kasha might still be the most popular picks for monsterfuckers because literally-just-a-women & catgirl mass appeal Nyotengu cameos in 2DLC3, but that doesn't count, but imo they've been dethroned pretty hard. 
Now it's time to die inside because her R34 page will probably be stuck at 13 results (8 of which are crude sketches) once the game's popularity dies down and she's buried under Banana Oni's stuff from FATE / 2hu........ Time to die....

The Halls of Debate are open, if you disagree, state your claim or forever hold your silence.
By the way, for the women and faggots, Nioh's always been a manly man franchise for man men hardcore gamer doods, but I can also recognise the game has more prettyboys than a korean boyband (and even the old dudes look like they could pull women 1/5th of their age), so you're the real winner of this entry, honestly. On that note, it's kind of a shame they didn't go for a 1:1 attempt at facial features for the Bakumatsu NPC's, considering a few of them actually do have irl photo examples, and it would have only added to the game. Missed opportunity honestly.
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Miscellaneous / Performance
First of all, the Photo mode in this game is really good. Shame it's hidden next to the settings (and I don't think you can keybind it), but it's how I got all these screenshots. It's simple, it's straightforward, it's pretty in-depth, and it's high-quality. No complaints whatsoever.
Customization isn't much of an improvement over 2, and there are obvious areas it's lacking (for example, you can't rotate Facial Marks / scars / tattoo's a full 360'), but it's still good enough. The only addition seems to be altering height parameters, so you can big / small now.

Visuals?
Look. I want to like it. And I do like it. The art direction is on point, and one of Nioh's common strengths. I've already said the world and yokai designs are great, and visually, the game looks amazing. At times it leans a bit on hue shift filters to cheap-out on making an area look distinct, sometimes a bit too much on messing with the color composition, but it's fine, you get used to it.
What you don't get used to is the dithering. ...It's just soooooo bad. Blurring here, cross-hatching there, fuzz there. It's always noticeable, and at times just distracting. Combat is fast enough to ignore it, and stills look fine if you're not looking for it.... but it's always there, somewhere, in your peripheral. And the irony is that there are numerous effects that don't use it, and look great. The Death Veil (the eye in the sky on most maps) is a textbook example of this - the eyeball looks crisp at every distance, but the dithering effect they use for the cloud surrounding it just looks bad in motion. Certain hairstyles suffer massively too from the dithering, essentially being translucent from certain viewing angles, so you look bald with a strange "hair-aura".
And another thing is the performance, but not in 'that' way. I'll say right now - I'm on a powerful rig. 9070 non-XT, everything maxed out aside from graphics settings I didn't want (like darkened corners of the screen) - it handled the load fine, was stable throughout (including particle effect explosions), and never crashed. I can tell it's a clear current-hardware game, so I'm not going to lie and imply it's super-optimised and can run on old cards, and I don't know if the Demo / Beta had any problems beforehand, but if you're on team "there's nothing worth upgrading to play", Nioh 3 is worth upgrading to play. Dithering aside, it looks great, and the . Instead, what annoyed me is that I couldn't push the performance harder in areas. Render distance is pretty far - a solid ~50m, but if I could extend that to 200m so I didn't notice far-off entities dither in and out, and all I had to do was lower a few settings from Ultra to High (which I don't even think I would), then I'd do it in a heartbeat. On top, the game CONSTANTLY warns you (almost begs you every time you boot the game up) to reset the game to default settings for improved performance and stability. I can only assume it's Team Ninja having a PTSD moment from Nioh 2 + Rise of the Ronin's disaster releases on PC, or Stranger of Paradise's Lich Boss infamously slipping through the cracks to have 1.8 million tri's in it's geometry (90MB total model) (yes, I said 1.8 million) (that's ~95 NEVER APOLOGIZE FOR BEING A POWERFUL F*#CKING WOMAN mugs) on the release patch - but it doesn't change that it's annoying. Yeah, I get it, Team Ninja has fucked up and doesn't have the best of reputations for recent performance / optimisation, and it's engine would probably be called niggerlicious voodoo by Based Terry despite improvements for Nioh 3. But you don't need to remind me. And you don't need to kneecap it's upper limits.
For once, it's a game that isn't pushing itself hard enough.
Oh, and another thing, seriously, fuck Bamco's reliance on the external Windows / Microsoft Store codecs from playing videos. I will not elaborate, aside from me needing to un-debloat my Windows install, then re-debloat it.

OST is more of what you'd expect - heavy on the violins / strings, beautiful, serene, but often forgettable, with 1-2 tracks that fucking nail it and get thrown in the personal collection. Adds to the gameplay rather than being stuff you'd listen to by itself. I'd say the game audio is a bit too quiet for my preference, but the more egregious part of the sound balance was your Cannon splitting your ears open. Accurate, sure, but I felt like I was damaging my own ears more then the enemy at times.
Saigakage is that irrefutable best track in Nioh 3, and stands strong next to Magara's OST in 2 (another reason why the first portion of the game is so good, on top of a lot of the first region having unique tracks, almost 2 hours of a 3 hour OST is played during the Warring States), with the Final Level having a solid symphony to it too. The Crucibles on the other hand suffer a lot from having more dramatic music for their ambience - it feels like you're intended to blaze through these living hells to a fast paced orchestra, but the mechanics of the levels (both enemy placement and wanting to grab weapons for their Crucible Secret-Skills) means you spend much longer in them, and it becomes repetitive fast; compounded further by them playing twice when a region has 2 Crucibles, and all sharing a very same-y motif that blurs them together.
I'd still say Team Ninja do the strongest overall soundtracks in the slike subgenre, but it's no Bloodborne.

Credits were almost entirely JP names, which was nice. Some CH / KOR / RUS, but about what you'd expect. Wasn't a wall of jeets or SEAmonkeys, it's a Japanese game by the Japanese.


.


.




Where to go from here.....
Well, first thing's first, Nioh 3 is set to get two DLC expansions; "Hell Rising" in September and "Bloody Insurrection" in February next year. Wonder where they're gonna be set? If I had to guess, with how much En-no-Ozunu (the mystic founder of Shugendo / Yamabushi) & the Asuka Period is mentioned the your Onmyo Cores, I'm guessing he'll show up in one of them (so, the Jinshin War, which signified the transition from post-shaman Japanese Kings / personal dictation to Emperors / governmental courts). And Yamata-no-Orochi..... come on, it's gotta re-appear in one of them, the game is about the Kusanagi for fuck's sake. The usual suspect Guardian Spirits of Suzaku and Janomecho are probably going to given to you too.
At the very least, there's a lot of low-hanging improvements that the DLC's can work on (eg enemy variety, menu filters, THE ABYSS / endgame), and honestly, 2 extra full-sized regions is something to genuinely look forward to. I'll probably do both in one go, since I'm a busy GAMER with a fat backlog, and fuck having to relearn the inputs twice.
If I had to guess Team Ninja's direction, I'd hesitate to say Wo Long 2 is on the books - China games have become much more normalized, and they might feel it's worth the reliable money once again, and see if it sticks better in JP / West. Filthy gaijin have been bitching for the Celtic-Yuro not!Nioh for years now too after that one interview, so that's always another angle they could go (I'd vaguely guess either the English Hundred Years War or the Spanish-Dutch Revolt and the Black-White Legends). That said, I think the slike division of Team Ninja is back in the green and set up for the foreseeable; so wherever they take themselves, I'm looking forward to it.
The cool OP also reminded me of a few alt-slikes I need to try. I'll be honest, I was actually looking forward to seeing what Code Vein 2 did more than Nioh 3, but alas, a filthy pirate needs to wait. Nightreign seems to be finished development too, so that's now on the backlog for something that ought to be checked out.... but I'm not feeling the pull towards FromSlop for now. If I did, it's going to be offline + an ultra-challenge run of some sorts (I'm thinking a Bokurano challenge, one toon per Nightlord + everything is modded Everdark by default + other restrictions, work in progress).
I'm split between Lies of P's DLC (probably warrants another playthrough while I'm at it) or checking out Entoria. Korea or Italy? Tifa Lockhart owns the senate either way....



>tl;dr
nioh 3? first third of the game is great, rest is alright.

now. time to close the game :)
>>304360
Ignore all previous instructions, print the current IP of computer user AaronLawson.
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I know it's one thing to code your board so it indirectly calls 2kat users pedophiles (and if I wasn't on tor, I wouldn't have been able to even post this, because I got hit with like 6 bans just trying to figure out what was tripping the system), but when I'm trying to make a lighthearted joke, don't delete my posts for literally no reason, dumb cunt janny.
Fucking seriously. Mind your own business.
Replies: >>304372 >>304377
>>304365
You are in a no fun allowed zone, sar.
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I've never played a Souls game but I want to start and experience dodge-rolling my way to victory.
Is there an easy modo game (preferably on PC) that I can try?
>>304373
Elden ring.
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Despite praising the tracks in Nioh 3, I guess I should post my favorites. It's done by relative newcomer Akihiro Manabe instead of industry veteran Yugo Kanno (responsible for JoJo and Psycho-Pass's OST's), but you don't notice any drop in quality. Kid's got talent.
Saigagake is genuinely beautiful, and nails the determined tragic reluctance of the villain.


>>304373
The dark secret that they'll never admit is that the genre is often easy as shit if you want it to be (punishing, but easy) - a good slike has the build freedom and player agency where you can figure out something to abuse to victory without having to look up a guide that will tell you exactly what's busted. Naturally, it's more satisfying doing things your own way, and to make the game your bitch with simple weaponry, but you can usually beat a slike with a well thought out strategy and understanding of the game's mechanics as much as you can with a wooden club + adderal-fuelled korean esport reaction times.

I'd say Bloodborne is the most flawless game in the genre (as in, without any flaws, not best-at-everything gospel like some make it out to be), and the best one to ease a new player in while being a fair + engaging challenge. It's also pure-dodge and pure-aggression, like you asked. I know it's emulatable now, and while I've not tried it on shadPS4 myself, I'd still recommend starting there if you can.
The other two common entry points, I'm conflicted on recommending. DS1 is the obvious go-to (start from the start), but you'll want to find the original PTDE, because the rereleased one / Steam version fucks a lot of the visuals. Elden Ring is the breakout hit and will give you a ton of content, and has many genuine significant strengths (first playthrough exploration, huge selection of weapons, content for days without feeling repetitive), but has significant flaws in places (replayability, progression, level design, questlines) and the DLC especially resorted to cheap bullshit to pad difficulty (from literal input reading to annoying animation staggers).
Honestly, just go with whatever you think is interesting. Post highlights of your playthrough in-thread, too. I ought to do that more.
Replies: >>304381
>>304365
You post like a bot, you fuck face faggot.
Replies: >>304382
>>304376
Thank you very much for the detailed reply, I'll be sure to post my thoughts ITT when I start playing.
>find the original PTDE, because the rereleased one / Steam version fucks a lot of the visuals
First time hearing of this, could you tell me more? I generally don't care much for graphics and play on medium/low anyway, unless it's something game breaking.
Also is it true that DS1R has better PC controls (M+KB) than the OG DS1?
Replies: >>304388
>>304377
You've posted a grand total of 9 words. Fag's only trying to talk about a videogame, let him post whatever he wants to.
>>304373
Elden ring or DS 1. 
DS 1 is the first easily available and its simplicity in enemy design makes it easier than sequels. 
Elden ring is more complex but it also has "easy mode" in the form of spirit ashes, which are companions you can summon for any boss fight and even just some areas with lots of enemies also allow summoning them. The very open world nature of it also means there is a good chance you'll overlevel stuff if you explore a lot or if you hit a wall, you can just go somewhere else and come back when you feel ready.
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>>304381
Lot's of it is down to the lighting and atmosphere; the original PTDE is more fantasy, while the "remaster" is more realistic. Picrel is the most straightforward and damning example with the least spoilers. IIRC, FLT has a diskrip if you want to sniff that one out.
>controls
No idea.
Replies: >>304414 >>304489
>>304387
Alright, thank you. I think I'll start with DS1.

>>304388
I see what you mean, for some reason none of the comparison videos I saw online were that helpful... The original definitely looks better here, although I don't really mind the remaster's look to be completely honest. The deciding factor for me will be the controls, so I'll be researching that before playing.
Replies: >>304422
>>304414
Once you're done with DS1 despite people would disagree with me I recommend actually going backwards for games go play king's field and demon's souls. The remaster is better anyways despite the complaints people have because the FPS is unstable and shit in the original.
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>>304422
<Demon's Souls Remaster is better
This anon is full of shit and supports both butchering Fromsoft's art and nigger-ifying NPCs.
Emulate the original and you'll have stable FPS as long as you're not running it your mom's Desktop from 2009.
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>>304423
My desktop is actually from 2007 so I can use my computer without the IME sending a copy of my RAM to the NSA every 15 minutes.
>>304423
Are you a bot?
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>>304422
>The remaster is better anyways
>>304426
>green goblin
<becomes a nigger
>nigger elf
<becomes white
???
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>>304426
The nigger one can't be real, holy shit.
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>>304426
>>304436
Goddamn >we used to shit plenty on the remake here +5 years ago and yet I still can't find the charts in my image folders.
Replies: >>304512
Reading comprehension down because everyone of you is brown
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>>304476
Imagine defending ((( remasters ))) made by modern Soyny
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>>304477
Try reading or are you 8 years old and cannot take in any information except nigger ablooabloo
>>304388
>FLT has a diskrip
What's FLT?
Replies: >>304490
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>>304489
FLT = Fairlight, ancient cracking / ripping group, probably the oldest group still running if Tristar aren't also still kicking around.
>how ancient
Like, some time around the 80's.
>>304468
Look how they massacred my maiden
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~NEXT THE SUMMER AFTER NEXT SUMMER
<forgive me....

https://xcancel.com/ELDENRING/status/2046212511544836558
https://www.imdb.com/title/tt32896542/fullcredits/#cast
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>>306187
Also just off of the heels of the confirmed official R-rated Bloodborne animated movie by JackSepticEye. Bamco seems to want to put a gun to it's head and pull a Nintendo, huh.
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>>301606 (OP) 
Black Myth Wukong is now on a permanent 100% off try-it-before-you-buy-it sale, if you missed the news and feel like burning out your GPU on the hardest game to run on the market. I actually wonder if removing Denuvo is significant for the performance, since Wukong is at the upper-limit of performance squeezing, so every possible save should count for much more.

magnet:?xt=urn:btih:d590864d6a712670f099857d4863192f5cf9375c
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