Nioh 3 Experience Analysis: Regrets in Exploration and Nostalgia for Nioh 2
Analysis of Nioh 3 Experience: Regrets in Exploration and Nostalgia for Nioh 2

In the world of gaming, there are always works that people love and hate in equal measure. Nioh 3, which we're bringing to you this time, is precisely such a game. The [I Can't Say It's Bad] column aims to share games that, while having their highlights, still have shortcomings. Although this evaluation of Nioh 3 comes somewhat late, and the content is somewhat scattered, we hope you'll bear with us. After a shallow playthrough of Nioh 3's first cycle, it certainly delivers a certain sense of satisfaction, but it is not the culmination of the series. Rather, it feels like a bold exploration in a new direction, and exploration is often accompanied by numerous problems.
The newly added "Takumi" and "Fuyugetsu" systems for the samurai are nothing short of genius design, bringing players a novel experience. Playing as the invincible ninja is quite exhilarating, though it seems there's still room for improvement. Various weapons each have their merits, yet there are also regrets. Open maps feel fresh and exciting during the early stages, but this sensation quickly fades during the middle and later phases. Enemy design leaves much to be desired, which is undoubtedly a warning sign. What's most difficult to accept is that Nioh 3's story is dreadfully poor, leaving players unable to help but reminisce about Nioh 2.
The samurai's combat system benefits greatly from these new mechanics. The "Takumi" system, in particular, introduces a layer of tactical depth that encourages experimentation and rewards creative play combinations. This mechanic allows for greater flexibility in how players approach encounters, making each battle feel fresh and dynamic. The "Fuyugetsu" system complements this well, providing additional layers of strategic choice that make character customization more meaningful and impactful than in previous entries.
The ninja class, often referred to as the invincible ninja, maintains its powerful status from previous games while feeling refined and well-balanced for this iteration. Stealth mechanics remain smooth and responsive, allowing for silent eliminations and cunning approaches to enemy encounters. The ability to chain abilities together creates a satisfying flow of combat that feels rewarding for skilled players. However, despite these strengths, the ninja could have been pushed further in terms of unique abilities and playstyle variations to truly stand out.
The weapon variety in Nioh 3 is impressive, with each weapon type offering distinct playstyles and move sets. From swift katanas to heavy greatswords, from spears to unusual weapons, there's something for everyone. Each weapon feels distinct enough that players genuinely have meaningful choices about their preferred combat style. Yet, some weapons feel overshadowed by others, and balance issues persist that prevent every option from feeling equally viable at higher difficulties.
The open-world design is perhaps the most controversial aspect of Nioh 3. Initially, the expansive maps filled with secrets, side paths, and environmental storytelling create genuine excitement. Exploration feels rewarding during the first few hours as you discover hidden shrines, rare items, and optional bosses tucked away in corners of the map. However, the novelty wears off rapidly. The maps begin to feel repetitive, filled with filler areas that don't justify their existence. By the mid-to-late game, exploration becomes more of a chore than an adventure, as the sense of wonder dissipates and backtracking becomes necessary and tedious.
Enemy design emerges as a critical weakness that cannot be ignored. Rather than introducing fresh and creative boss encounters, many enemies feel recycled or poorly balanced. Some bosses seem designed with specific builds in mind, leading to frustrating encounters if you've chosen a different playstyle. The difficulty spikes feel artificial at times, relying on aggression and cheap attacks rather than thoughtful, fair challenges that reward skillful play. This is particularly problematic for a series known for its challenging yet fair combat encounters.
Perhaps most damaging to the overall experience is the story, which represents a significant step backward for the series. The narrative feels disjointed and poorly paced, with character development that lacks depth. Important plot points arrive without proper setup, and the dialogue often feels stilted or unmotivated. Compared to the engaging narrative of Nioh 2, which masterfully blended historical fiction with compelling character arcs, Nioh 3's story feels like an afterthought—something that exists merely to string together combat encounters rather than to engage players on an emotional or intellectual level.
Overall, Nioh 3 demonstrates innovation in its exploration of new directions, such as unique system designs and diverse weapon mechanics. However, it simultaneously exposes numerous problems. The subpar story, flawed enemy design, and rapid loss of freshness in open-world exploration all negatively impact the overall experience. These shortcomings make us nostalgic for the superior experience offered by Nioh 2, and we can only hope that the series will learn from these missteps and deliver a more outstanding work in the future.
Further Reading:
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💬 评论 (6)
Finally someone said it! Nioh 3 had amazing combat but the exploration felt so linear compared to Nioh 2. The level design just didn't have that same magic, you know?
Great analysis! But I'm curious—did you find the new weapon types compensated for the exploration disappointment? I'm still on the fence about picking it up.|
I actually disagree with the nostalgia for Nioh 2. While exploration was better there, Nioh 3's story and character development absolutely blew me away. Both games have their strengths and weaknesses, and I think we shouldn't dismiss Nioh 3 entirely just because it changed direction.|
This perfectly captures how I felt! I wanted to love Nioh 3 more but kept getting disappointed. Thanks for putting into words what I couldn't explain to my friends.|
Solid piece. One thing worth noting though: the exploration issues might be due to the engine limitations rather than creative direction. Worth considering in future sequels. Also, the endgame loot system needed way more depth.|
I appreciate the balanced take here. Too many reviews are either all praise or all criticism. This "I can't say it's bad but..." approach feels honest. Nioh 3 deserves this kind of thoughtful discussion rather than black-and-white judgments.|