Nioh’s brutal swordplay is exhilarating, when it isn’t stabbing itself in the foot

The first thing people are going to try to tell you about Nioh is that it’s hard, and they’ll be right. There’s a cult of difficulty that’s grown up around the brand of stat-heavy, slow-paced action combat that Team Ninja’s new samurai game traffics in, one that’s been liberally encouraged by both its own marketers and those of the Dark Souls series from which it so liberally cribs. “Brutal!” scream the boxes. “Hardest game ever!” crow the blurbs. “Get good,” moans a legion of difficulty masochists, exulting in their mutual shared pain. But difficulty on its own is nothing—less than nothing, really, because it gets in the way of fun. So the question isn’t whether Nioh is hard. (It is; see above.) It’s whether that difficulty manifests itself in interesting ways.
First, some basics: You play through Nioh as blond, Irish pirate William, a former prisoner who makes his way to the Far East as part of a certified Roaring Rampage Of Revenge. The object of that vengeance? Edward Kelley, an English alchemist who’s stolen William’s fairy companion, Saoirse, and who seeks to plunge Japan into civil war for his own nefarious ends. The rest of the game’s lightly sketched characters will presumably be more familiar to fans of the late Sengoku period in which the game takes place. Suffice it to say you spend a lot of time sipping tea with stone-faced samurai and gently flirting with fiercely independent ninja girls.
We can get the rest of the plot out of the way quickly, because there’s really not much there: no dangling mysteries, no shocking twists, just a whole bunch of “Go there, kill that” missions set in locations that are almost all operating on some variant of “nighttime in a Japanese village, and some of it’s on fire.” The only major break from this “burning shack” aesthetic is also the game’s most interesting narrative flourish: William’s ability to see into the spirit world, which is full of bright, cartoonish animals and hulking, slightly goofy monsters. On a story level, it lets the game get away with some deft shorthand, IDing one character by making his spirit animal a weathered but spritely tomcat, another a fleet and mischievous rabbit. And on a visual level, there’s nothing like fighting a 12-foot-tall purple Oni outfitted with a giant, glowing eye or a massive, slashing tongue to break up the game’s otherwise overtly realistic look.
The frustrating thing about that persistent drabness is the way the game flaunts how damn unnecessary it is; not only do small side missions frequently take place in brightly colored areas and even (gasp) sunlight, but some of the main missions can, too. The most interesting thing about the game’s structure—which foregoes a massive, interconnected world in favor of discrete levels picked from a mission map—is how it allows Team Ninja to remix and replay levels for optional missions, taking the basic architecture and changing how it plays by reversing the player’s orientation, mixing up the lighting, and dropping in new enemies to fight. It doesn’t hurt that some of that base architecture, like a giant maze-like castle or a ninja mansion full of traps and hidden walls, is pretty fun to fight through in the first place. Replaying levels never quite feels tedious, and it allows the player to collect extra resources to tackle their next main challenge at their leisure.
Which brings us, inevitably, back to the sword-wielding elephant demon in the room: whether Nioh can make its much-touted difficulty interesting or fun enough to justify all the headaches it’s likely to cause. Because even with that optional practice, you’re going to die in this game, a lot. Not only does death make you drop all your experience points and respawn at a checkpoint, but it also cruelly cuts you off from your Guardian Spirit. The spirit is one of several ways the game tries to tilt things back in the player’s favor, providing a series of stat boosts and allowing players to tap into a brief, quasi-invincible Super Mode every few minutes. It’s not as game-changing as it initially sounds, but it is a potent enough boost that you’ll notice whenever it’s not there. Part of Nioh’s difficulty is that there are a lot of systems like this buried in its fighting, and the game expects you to have a grasp on most of them if you’re going to stay alive.
The two most prominent, and the ones that the game is testing for with most of its fights, are the ones related to Ki and stance. Ki is the equivalent of stamina in the Souls games, a meter under your health bar that rapidly recharges at rest, but drops whenever you attack, run, or block or take a hit. In Nioh, Ki is life: Run out and you stop moving and open yourself up to counterattacks; exhaust an enemy’s and you’re guaranteed at least a few free hits. Everything in the game has its own Ki meter, and manipulating them—mostly through the use of action-timed “Ki Pulses,” which allow the player to rapidly charge their bar and dispel stamina-draining “yokai realms” placed by enemies—is one of the keys to getting through a fight unscathed.