I just beat Nioh and it was great. A real step forward in the souls genre and a solid foundation for a new franchise. Although Nioh differentiates itself from other souls games in key ways and manages to remain engaging through its very long run time, it is not without flaws. Progressing through the game, I came to realize Team Ninja really has a lot to improve in an eventual sequel. Here are a few things I noticed sorted by category:
Combat:
While From Software focused on art design, level design and tone for its souls series, Team Ninja put an emphasis on combat in Nioh. With this different focus they were able to craft a game in the same genre but make it its own thing. The combat in Nioh is just deeper and more engaging then in any souls game. That being said, the combat suffers from balancing problems and other flaws that could be improved greatly for Nioh 2.
- Craft better counters to low stance or rebalance it in some way. Low stance is just too good in this game. It's by far the fastest and most responsive stance, it is the best defensively with a very good dodge move and attacks that barely use ki. It has a ki draining attack and interrupts any move on an enemy out of ki. The only thing that effectively counters it is an enemy that blocks but even then it's not like you're punished for getting blocked so you can just chip away at the most difficult bosses in the game in low stance. Switching stances and using high stance or mid stance depending on the eb and flow of the fight might be a cool thing to do but it is rarely the best way to go when you can just kill everything in low stance with much less risk involved. They could reduce i-frames on low stance or remove the kick and other ki damaging attacks.
- Rebalance magic and status effects. Simply put: the sloth spell is way too good. Anything that slows down your opponent (sloth, lightning status effect) is way better than almost all other spells and status effects. Why use anything other than effects that enable you to land 3 or 4 times more attacks on your enemy because he's too slow to respond?
Difficulty:
The difficulty curve is all kinds of fucked up in this game. It starts out hard as you're figuring out the combat and gets easier in the mid game as stat/enemy scaling diverge. It's mostly a cake walk by the end. I had an armor set around 40 lvls under the mission lvl for all of the end game and it was still pretty damn easy compared to the first few missions or some early/mid bosses. So yeah, a few things to improve there:
- Fix the stat/gear/enemy scaling. Enemies near the start of the game shouldn't take way more ki to block then enemies in the end game. Same thing for health and damage.
- They need WAY more enemy variety and more aggressive enemy variants for the late game. By the mid game you've encountered basically all enemy types and have "solved" them. Meaning all levels from that point on are much easier since you can just apply your usual strategy to defeat any enemy you come across. Like seriously? I'm in the last level and you think these dumb skeleton warriors are going to stop me or slow me down even a little bit? Late game enemies need to be more aggressive and they need to be able to punish you baiting their attacks outside of their usual attack range. Also most enemies need to be able to punish you running out of ki pretty hard.
Level design
The art and level design isn't the game strong point. They basically need more varied tile sets. I like the idea of more generic levels that enable more missions to be made and more focus be put on combat. That being said, caves, forests, temples, villages and Japanese castles are not the only interesting locations you could set your game in.
So, what do you guys think? Any other ideas on how they could improve things in Nioh 2?
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