Rise Of The Ronin Review - Long-Term Investment

Rise Of The Ronin Review – Long-Term Investment

If someone tells me a game takes several hours to “get good,” my immediate feeling is that I will never play that game. Who has hours to waste waiting for the good part of anything when there are so many other games to play? But my opinion of Rise of the Ronin changed drastically over the course of my 50 hours of playtime–in the first five or 10 hours, I didn’t really like it. By the end, I was planning to dive back in to clear out side quests and replay key moments to see how the story might change. It’s a game that takes its time getting good, but once it finds its footing in samurai-sword duels and character-focused missions, your investment pays off.

The thing that turned the tide for me is the way Rise of the Ronin focuses on telling small, character-driven stories that weave together into a large, history-shaping narrative. The entire game is built on its “Bond” system, where doing side quests big and small builds your relationships with everyone, from the different provinces of Ronin’s massive open-world Japan, to the many characters you meet throughout the course of the game.

Though the Bond system isn’t particularly different from building up faction reputation, liberating map segments, or growing relationship stats with characters like you might see in other games, the focus on investing in all those things and people is illustrative of Team Ninja’s approach to the entire game. Your personal connection to everything in Rise of the Ronin is what makes it work, and the reason it’s worth it to power through its learning curve and less remarkable opening hours.

Rise of the Ronin puts you into the role of a samurai trained alongside another warrior from childhood to be an unstoppable, sword-wielding fighting duo for a group called the Veiled Edge. It’s the 1860s and Japan is opening itself to foreign powers, including the United States and England, creating political strife. On a mission to assassinate a powerful American, your “blade twin” sacrifices themselves so you can escape. Soon after, the rest of the Veiled Edge is wiped out for rebelling against Japan’s government, the shogunate. You set out alone, a ronin warrior without a clan, but soon discover your blade twin is rumored to have survived. What ensues is a lot of politics, intrigue, and adventure.

With no clan to serve, you essentially become a sword for hire and lots of people want your help, which you exchange for leads in finding your blade twin. The main part of Rise of the Ronin’s gameplay is stealthily sneaking up on enemies to assassinate them, and fighting duels. Combat has a similar fast-paced feel to games like Sekiro: Shadows Die Twice and Ghost of Tsushima, with an emphasis on parrying enemies at the right moment and using different fighting styles to counter your opponents. Fights are frenetic, but for that early portion, they’re also frustrating thanks to a combination of weird controls and enemies who will often deploy intense, overwhelming force against you.

Rise of the Ronin

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You and every fighter you come across have both a health bar and a Ki gauge, which is akin to a stamina meter. Ki powers every blow, dodge, and block, and if you run out of Ki and are struck while blocking, you’ll be dazed for a few seconds, opening you up to more punishment. Your goal in every fight–especially with tougher opponents–is to strike blows while parrying their attacks, breaking their rhythm and whittling down their Ki to stagger them. When staggered, most normal enemies can be executed, while tougher foes and bosses take a big hit, then get their Ki back to go another round. It sounds pretty standard, especially with the ubiquity of Souls-likes and similar styles of swordplay focused on parrying, stamina, and breaking an enemy’s posture. Rise of the Ronin has its own take on the approach, though, and it took me a while to build up the skill to actually enjoy it.

The main two elements of sword fights are Martial attacks, which are powerful special moves, and Countersparks, which are flowery parry moves. Like Sekiro and its posture system, your main goal in Rise of the Ronin is to parry enemy blows until you can stagger them. But Countersparks are kind of weird, especially at first. They’re not just straight parries; they’re fast, short-range attacks with their own forward momentum. Missing the timing on a parry usually means you still hit the opponent and the opponent hits you, but there are plenty of times when a Counterspark can move you past the enemy altogether. It creates a strange flow to your fight movements that takes a lot of getting used to.

Rise of the Ronin borrows a bit from Souls-like combat in that enemies will sometimes power through your strikes with their own attack animations, so you need to recognize when to attack and when to hold back. Yet Ronin wants fights to be fast and aggressive, so if you Counterspark certain attacks, you’ll knock the enemy off-balance and open up a brief counter-strike opportunity. This also creates an unusual rhythm–you can Counterspark most of a combo chain from an enemy to no benefit, because the only attack that truly matters for parrying is the last or strongest in the chain. That means your strategy should actually be to safely block your way through a series of attacks, and Counterspark only the final move.

That requirement makes Countersparks unintuitive because the urge to parry has to be strategically resisted. Sometimes you can skillfully parry a bunch of moves in a row and wind up being punished for it anyway; other times, you may be rewarded just for hammering the button against a tough opponent. Mostly, though, you’re spending the first few battles against any tough enemy trying to figure out when the correct time to parry is and getting demolished by quick, relentless strikes in the meantime. It’s not a bad parry system–I came to enjoy Rise of the Ronin’s approach quite a bit once I understood how it worked and could start to read its enemies and their attacks–but the extra motion and timing are at odds with similar games, so you’ll have to unlearn a few things to acclimate yourself.

Enemy Martial attacks are marked by a red glow that indicates you can’t just block them like you can with normal strikes. That means you have to avoid them with a well-timed dodge, or knock them down with a perfectly timed Counterspark for big Ki damage. You have Martial attacks of your own that are great as counterattacks when you successfully knock an enemy off-balance, but they’re not unblockable like enemy ones are and cost extra Ki to execute.

Martial attacks are cool additions to your repertoire, but in enemy hands, they add to the learning curve and pile on some frustration in the early game, as fighting in Rise of the Ronin is usually very fast. You’ll often get hit with a series of attacks you have to block your way through, taking a ton of damage to your Ki, only to get blasted by a devastating Martial attack that cuts your defenses and hurts you even more. Then you get staggered, leaving you open to further walloping, or knocked off your feet and subject to a standing-up animation that lasts just long enough for the enemy to lay into you again with no defenses. One screw-up can lead to a beatdown that’s tough to recover from.

Especially early on, this combat pacing is annoyingly brutal–one particular early boss fight had a massive difficulty spike that held me up for a couple hours. For a game that easily lasts more than 50 hours and has a similar fight at the end of every single mission, being stuck on the same boss for that long was grueling. Fortunately, Rise of the Ronin lets you change the difficulty whenever you want, so you can drop to its easier mode if a fight is giving you trouble, then increase the challenge once you’re over the hump.

It was only later that I started to appreciate the combat system’s combination of elements. That includes the timing of Countersparks, as well as things like the ability to change your fighting style on the fly once you’ve learned new ones. When you approach an enemy, an icon will appear next to their name that indicates both how tough a fight they’ll be and whether their fighting style is strong or weak to your own. You can have two main weapons equipped at any time–which include katanas, odachis, European-style sabers and greatswords, and spears–and three styles for each one, which can be quickly swapped to deal with just about any opponent. Picking the right style to deal with an enemy greatly enhances the effectiveness of your Counterspark, so once I got the hang of parrying and using the right styles and weapons for certain enemies, battles started to click, becoming intense, hard-fought duels that also made me feel like a legendary swordsman.

Rise of the Ronin

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Against the toughest of enemies, it also pays to make use of your allies. You’ll meander through the open world alone, but just about every major story mission or side quest is an instanced level where you have one or two computer-controlled allies backing you up, playing into the Twin Blade concept. You can play cooperatively with other humans in the place of AI buddies, but when you play alone, you’re able to swap between characters on the fly. The AI characters all have their own styles and moves that you can learn and take advantage of, but the best part is the way they enable you to overwhelm an enemy, quickly swapping around to get behind their guard and take advantage of their divided attention. It’s another aspect that takes a while to get good at using, but which sets apart Rise of the Ronin’s combat and makes it intense and chaotic in a good way–most of the time.

What makes fighting a bit wonky is Rise of the Ronin’s control scheme, which is convoluted and unintuitive. Blocking attacks is done by holding the left bumper, but parrying is done with the triangle button. The separation of your defensive moves requires specific training for your brain: Hold this button for this kind of attack, tap this other button for another kind, but mix the two together as well. It’s enough to jumble you up until you’ve spent time getting used to this specific approach.

The same is true of the swapping controls, which require various bumper holds combined with control stick movements or d-pad presses. Changing between loadout items, like healing pills and status-removing salves, is done while holding the left bumper, and so is swapping between characters. Holding the right bumper, on the other hand, lets you change your main weapons, your sub-weapons (like pistols, bows, and rifles), and your fighting styles. Again, it’s just a lot of really specific, esoteric controls to hold in your mind at once, and tough to mentally page through while a guy with a sword is slicing away at your face. Eventually all these controls became natural for me–but it took a while to get there.

The blade twin story isn’t a particularly compelling one, and while it’s the framing device that’s supposed to drive your character, it doesn’t get a lot of screen time. But Rise of the Ronin picks up quite a bit as your investigation pushes you to start making friends with various people, who either support the stability of the shogunate or think the country needs a new government. As time goes on, those different people develop into separate factions that will require your help, and which you can choose to aid.

However, it all leads to an open-world setup that’s somewhat unremarkable. A lot of the open-world content in Rise of the Ronin feels set to the standard of 2010s-era games, with some repetitive activities that will pop up randomly in front of you, some collectibles to chase down, and some side quests to complete that tend to end up with you killing some random baddies.

The more minor activities you do and collectibles you find in each of the small provinces in an area, the higher your bond with that location, which unlocks various minor bonuses. Later, completing these same activities will increase or decrease a faction’s hold on that location, which can have a bearing on story missions as you take them on–although that exact effect is somewhat opaque, especially because you change allegiances multiple times through the course of the story. Generally, though, the open-world activities of Rise of the Ronin are somewhat uninspired. It’s not particularly engaging to clear out yet another group of five bandits, two of which are mini-boss-like “formidable opponents,” to lower a faction’s hold on a province, but Rise of the Ronin will give you a ton of these activities to knock down, alongside small side missions and random activities like muggings. It’s a lot of stuff that seems like filler content in a game that’s already brimming with things to do.

Story missions and side quests are more interesting and involved, although they also get repetitive. Most of these put you into a level where you infiltrate a location, sneak around assassinating rank-and-file soldiers, get seen and fight some guys, and then defeat a boss. These missions suffer in part because Rise of the Ronin’s stealth is a bit undercooked. It can be unreliable, with enemies sometimes spotting you from far off with little issue, and other times being totally oblivious as you fight pitched, protracted battles with their friends 10 feet behind them.

Missions always end with excellent, challenging boss fights, though, and once you get good at Rise of the Ronin’s dueling system, every fight becomes a combat puzzle mixing twitch-reactions and strategic responses that continually make them exciting. Stealth breaks up the fighting just enough to help mission pacing, while rewarding you for analyzing the environment and planning your approach, even if it’ll sometimes annoy you by failing at key moments. Stealth is more a nice-to-have addition than essential to the formula.

The best of Rise of the Ronin’s levels are its Bond missions. You’ll meet a ton of samurai and join many of them in missions as allies, creating ongoing relationships. You can then enhance your friendship with those folks by completing side missions that flesh out their stories and engaging in conversations or giving them gifts. Building stronger Bonds unlocks new fighting styles as well as passive bonuses when you bring them on missions, but the most interesting part is the way each character’s individual stories expand across missions and add to the overall narrative. The characters are all well-drawn, dealing with their own principles and motivations, and their stories are worth experiencing on their own.

Having personal ties to all these characters makes the overall story a lot deeper. Rise of the Ronin tells a fictionalized version of the historical end of the shogunate and the samurai lifestyle in the 1860s, with the characters and events you’re engaged with eventually pushing Japan toward civil war, and your own principles and relationships causing you to switch sides numerous times. That means a character you brought as an ally on one mission might be a boss you have to face down in another, and your connection to all Rise of the Ronin’s characters does a lot to raise the stakes and make the entire narrative feel personally important.

So while Rise of the Ronin has some elements that can frustrate or require some investment to make sense of, and weaker elements like some open-world design that comes off as dated or some repetition in level design, it does a great job of getting you invested in what’s going on and the people involved. Bond missions in particular are a standout, but a mix of personal stakes and large-scale politics make the historical story compelling all the way through. The longer you play Rise of the Ronin, the more characters you meet and spend time with, and the more you learn about its combat and its world, the better it becomes.

It’s not without some flaws, but I finished Rise of the Ronin with much more left to do, and even after 50 hours, I want to head back in to see what I’d missed and attempt to change history. The parts of the game that work more than balance out its weaker elements. And while it took a while to find the rhythm of Rise of the Ronin’s combat, its speed, complexity, and intensity make for some phenomenal fights that always feel great to win. Rise of the Ronin is a game that might take a bit to get good, but the commitment is worth it.

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Eiyuden Chronicle: Hundred Heroes Review – One In A Hundred

In the years since the explosion of game crowdfunding, a stigma has emerged surrounding these titles. Yes, there have been plenty of games that enjoyed great success after their crowdfunding campaigns, but more people remember the high-profile flops: games with big names and ambitious promises attached that, for a variety of reasons, betrayed the high hopes fans held for them. Many of these were revivals–spiritual or otherwise–of beloved series from ages past. Now we have Eiyuden Chronicle: Hundred Heroes, a crowdfunded game designed to carry the torch of the much-beloved Suikoden series from the PS1 and PS2–and, with such a high pedigree attached, there’s understandable trepidation: Will this be a glorious return to form, or another disappointment? Fortunately, for us (and all of the backers), it turned out wonderfully.

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Eiyuden Chronicle begins when a young man named Nowa joins the Eltisweiss Watch, a small militia unit under the command of Countess Perielle of the League of Nations. On a joint mission with a military team from the Galdean Empire, the Watch discovers a powerful, ancient artifact, the Primal Lens, earning everyone involved instant renown. However, it’s not long before squabbling between the Empire and League over the device, along with internal power struggles in the Empire, erupts into an invasion of Eltisweiss and a full-blown war. As the scope of the conflict expands, so does the story: Nowa rebuilds a resistance army in an abandoned castle, Imperial military prodigy Seign struggles with his feelings of obligation, friendship, and loyalty, and a young warrior woman named Marisa finds her clan caught in the middle.

The story doesn’t shy away from its similarities to games in the Suikoden series. In several ways, it outright embraces them: a story that branches into multiple viewpoints, loyalties among friends being tested during war, internal political intrigue, powerful magic runes being a crucial plot device, and, most obviously, the conceit of building a huge band of warriors to take on an even bigger enemy. The story was helmed by Suikoden creator and writer Yoshitaka Murayama (who sadly passed away shortly before the game’s release), and it brims with the warmth, wit, and plot twists that made the early Suikoden titles so engaging and memorable.

Throughout the game, you’ll be on the lookout for more characters to bolster the ranks of the Watch and, eventually, help build a base for the Resistance army. Some characters are easy to find and recruit, but others will require some searching or additional effort: You may have to go back to a town or dungeon from much earlier in the game, locate a rare item, play a minigame, or fend off a vicious foe to get someone to join the crew. Searching for heroes is a lot of fun (and much easier once you get the fast-travel ability), and the reward of seeing your base grow and improve with the efforts of your new comrades is immensely satisfying.

But the characters themselves are often their own reward. Despite having such a large cast, Eiyuden Chronicle manages to give each character their own unique voice and personality. They don’t just fall into the background once their recruitment arc is over, either; they’ll comment on current story events while they’re in your party, chatter as you explore towns, and interact with other characters at the base and elsewhere on your travels. Sometimes they’ll show up to add extra flair when you least expect it, like when they get dragged into judging a cooking competition.

Aside from giving you a good amount of freedom to search for friends when you feel like it, Eiyuden Chronicle’s story progression is similar to the typical JRPG: mostly linear with major setpieces and battles to highlight key story points. You’ll go through the usual dungeons, deserts, tundras, forests, and mines, sometimes needing to solve puzzles to progress. While most of the puzzles are pretty simple, they can sometimes be more obnoxious than intended due to random enemy encounters interrupting things at the worst possible times. Still, the dungeon design is solid and exploration is generally rewarding.

Despite having such a large cast, Eiyuden Chronicle manages to give each character their own unique voice and personality

Combat is also heavily based on the Suikoden games: turn-based, with up to six active party members at a time, plus a seventh support member who can grant passive benefits like stat boosts or money gain. Characters can have both skills based on SP (which regenerates over time) and MP (which needs items to restore), and each be changed based on the runes that character has equipped. Placement is key: Some attacks and skills won’t reach far beyond the front row, while some less-armored characters work better in the back–and there are also skills that target entire rows. One distinct combat element carried over from Suikoden is multi-character team attacks that require two or more characters with some sort of connection to be in the party together, who can then perform a tandem specialty attack.

Not every character in your army is available to fight, but you’re still given a very wide selection of party members to pick from to fight the way you prefer. You’re probably not going to use every single character you recruit in combat, and that’s fine–seeing who you click with and building them up generally works well. And if you do need to bring a character you’ve been neglecting up to snuff, a graduated XP system works to get them to parity with your high-level warriors quickly. A bit of auto-battling and they should be set.

Boss battles are where things get interesting. Many boss fights in the game come with some sort of interactable gimmick that changes the way you approach the battle. These can be objects to hide behind to avoid damage, background objects that cause damage to either you or the opponent based on who gets to it first, or even a treasure lying just beyond a row of foes. Sometimes these gimmicks are really fun and clever, like a boss who gets knocked off-balance when one of the lackeys hoisting them on their backs is felled, leaving it defenseless. Sometimes it’s miserable, like needing to guess which side of the arena the enemy will appear on to hit a book and deal extra damage, missing entirely if you guess wrong. When the gimmicks are good, they make for very fun fights, but when they’re not, you’ll be longing for more straightforward combat. And sometimes the boss is simply a big difficulty spike in general, leaving you in a very bad situation if you come in ill-prepared.

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By far the worst combat experience, however, are the large-scale army battles. These play out like a turn-based strategy game, with your party members commanding armies and moving around a grid, but lack any of the fun and excitement you’ll find in a dedicated strategy-RPG. You spend most of the time just watching things happen, feeling like you have very little control over the proceedings as the armies you moved around, slowly engage the enemy. You’re left hoping they’ll do more damage than the opposition so you can go back to the fun parts of the game instead.

Overall, Eiyuden Chronicle hits the retro-RPG sweet spot nicely. It’s focused on delivering that warm, comforting feeling of a classic JRPG, and even all of the side distractions–the card minigame, the weird Pokemon/Beyblade hybrid top minigame, the raising/racing sim, even commodities trading–don’t distract too much from the game’s prime mission. Add some gorgeously painted and animated spritework and a stellar soundtrack into the mix, and you’ve got a delightful experience that sometimes falters, though not enough to make you put it down. Eiyuden Chronicle: Hundred Heroes might not be revolutionary, but it successfully delivered on its core promise–and that’s really all it needed to do.

Ereban: Shadow Legacy Review – Way Of Shadow

In what feels like a spiritual successor to 2016’s Aragami, Ereban: Shadow Legacy transforms you into a deadly shadow that can become one with the darkness–the ultimate stealth operative. The game doesn’t quite deliver the necessary challenge to make for a successful stealth game, however, as the first trick you learn will get you through the entire game without a hitch. It does far better on the platforming front, and though its cast of characters could have used some fleshing out, the futuristic sci-fi world they inhabit is cultivated with colorful sights and intriguing snippets of lore.

As its name implies, Shadow Legacy’s main gimmick is its use of shadows. You play as Ayana, the last of the titular Ereban, a people who possess the innate ability to become one with and manipulate shadows. Using her shadow merge ability, Ayana can sink into shadows to creep past enemies, slink up walls, and dispose of bodies, encouraging you to stick to the shadows where your toolbelt is at its strongest. Alongside these shadow abilities, Ayana has an assortment of advanced gadgets–some are always useful like a recon pulse that marks enemies and items through walls, while others are more situational like mines that stun targets–which work regardless of the lighting situation.

Light is Ayana’s enemy–you don’t want to stay in it for too long.

I initially thought that this would present plenty of opportunities and strategies to sneak past enemies, most of whom will take out Ayana in a single hit. There’s a healthy variety of foes who want to take her down–standard enemies don’t pose much threat beyond the flashlight they carry to take away your darkness, but the more adept snipers can spot you from afar and the stealthy droids who can go invisible can ruin your day if you’re not taking time to look for the telltale shimmer. And then there are the human enemies who present a moral quandary rather than a gameplay one–while the mechanical droid-like enemies that dominate each level can be killed with impunity, murdering the living and breathing human workers will negatively impact Ayana’s morality and others’ perception of her (which I’ll touch on a bit more later).

Unfortunately, Ayana’s natural ability to merge into the shadows and traverse unseen is very powerful–so powerful, in fact, that you don’t really need to rely on anything else. The enemies aren’t very smart either, so they’re easy to avoid even if you solely rely on shadow merge. This means that it’s actually quite easy to go through the entire game without being seen or resorting to lethally cutting down humans, making for a stealth game that doesn’t quite give you enough opposition to challenge you to think critically when it comes to circumnavigating a threat. There aren’t any difficulty settings to make the enemies smarter or more plentiful either–though you can adjust how many environmental guides show up in each level (purple lamps or purple paint that point you in the general direction you have to go, for example).

It’s pretty easy to get past guards when you can move along walls.

Shadow Legacy teases you with a tantalizing view of what it could be in its third chapter, briefly breaking free from its otherwise linear stealth levels to give you a playground in which you can tackle an assortment of missions in any order within an open area. Within this open space, you have more of a choice in how you approach each assignment instead of being funneled through a more linear challenge. Mistakes have a more drastic impact because you’re not moving from one area to the next–it’s all one big connected location, where your actions can snowball into unintended effects. Ayana’s assortment of abilities and gadgets also have way more utility in this level. The binoculars used for scouting and mapping enemy movements are way more valuable in a giant open space than in an enclosed laboratory or city street, for instance. The game never opts for this format again, however, and in doing so it leaves me wishing for what might have been.

To the game’s credit, the back half of Shadow Legacy has some creative set pieces from a platforming standpoint, with one section in particular that I adored for how well it challenged and encouraged me to utilize all I had learned up to that point in one fast-paced gauntlet. Shadow merge can be used to eject out of shadows to make otherwise impossible jumps or interact with the environment to solve simple riddles–skills that apply to challenges that steadily get more complex as the game goes on. Even if Shadow Legacy falls short of being a great stealth game, it’s a good platformer. The environmental elements create an assortment of shadows–some oddly shaped, others that move, and still more that can be altered–and figuring out how to reach an out-of-the-way platform is sometimes a puzzle within itself, made trickier and more rewarding to solve given the stamina meter tied to Ayana’s shadow merge. Not only do you have to figure out which shadows to move or follow or jump between, but you also usually have to do it in a timely manner.

Character development feels rushed in Shadow Legacy, especially when it comes to the supporting cast.

In service of these platforming challenges, Shadow Legacy features a colorful diversity of locales, ranging from an outpost in the desert to an autonomous factory. My favorite is an urban street that hints at the human life that once populated it, now devoid of any movement save for the autonomous drones that patrol the streets and promise that this is for the best. Sporadic graffiti and text logs hint at the growing loss of autonomy among the human citizens leading up to the corporate takeover that promised everyone a better life. It’s such an eerie level, framed against the setting sun that’s causing the street to slowly be encroached by shadow. It feels fitting that Ayana uses those same shadows to sneak her way past the guards searching for her, paralleling how the oppressive regime’s efforts can’t stop the resistance–they squeezed so much life out of this one city block that now there’s no living soul to report Ayana to the authorities, just dumb, easily-fooled machines.

Guiding Ayana through these challenges is a story that never quite gets room to breathe. Initially trapped by an AI-controlled entity hellbent on using her powers for some unknown purpose, Ayana finds herself quickly working with the resistance seeking to free themselves from corporate tyranny. Ayana is hesitant to work with them, having heard they’re nothing more than terrorists but agrees to use her unique skillset to help on the condition that the group gives her everything they know about the Ereban people. There are some interesting, albeit familiar, narrative themes here, but Shadow Legacy rushes through them–Ayana buys into the resistance’s cause remarkably quickly, for example, despite being given no catalyst to do so.

This is my favorite area in the game. It’s so beautiful and yet so eerie.

In the game’s third chapter, Ayana is warned to spare humans so as to help alleviate the accusations that the members of the resistance are terrorists. This is the game’s morality system, shifting the coloring of Ayana’s design toward shining white or sinister purple depending on how bloodthirsty you play her. As far as I can tell, the ramifications of this only impact one small moment in the final level of the game–it’s not much of a narrative payoff.

At certain points in the story, Ayana can upgrade her shadow powers and you have a choice of whether to unlock new branches on one of two skill trees. One branch leans toward non-lethal abilities, like cushioning your footsteps, while the other opts for skills that make you a better killer, like making it easier to hide bodies so your deeds aren’t discovered. This creates some fun replayability as it’s impossible to fully unlock both branches in a single playthrough, but, again, shadow merge is just too strong. The new powers are cool, but I never had to use them, as shadow merge makes it fairly easy to sneak through a level without being spotted. Granted, I opted for a nonlethal run. It’s possible that if I had aimed for a playthrough where I killed everything that moved, I’d have needed to rely on more of the powers that hide bodies or kill multiple enemies at a time in order to not alert guards that something was wrong.

Ereban: Shadow Legacy sits in a weird place for me. As a stealth game, it rarely challenged me, reducing protagonist Ayana into a one-trick pony that could sneak past any target with the same shadow merge skill every time. But as a platformer, Shadow Legacy incorporates some entertaining puzzles that grow increasingly complex and rewarding to overcome. I never quite managed to connect to Ayana’s journey against the autonomous overlords planning to doom an entire civilization, but I had a lot of fun slinking up walls and exploding out of the darkness, striving to time my jumps with the movement of a windmill and the rotating shadow it was casting. Those nail-biting moments are the ones that stuck with me, not the dozenth time I slunk past an unsuspecting droid.