Well, that was easy:
Before I get into the nitty gritty with my thoughts on Nioh 3 I will quote myself from the Khazan thread last year:
Now why start by invoking the FROM Gods? It's because they are the father of this glorious subgenre and every other dev has been playing catch up since. People also like to erroneously invoke their name when making certain comparisons. I believe one review of Nioh 3 said "they ALMOST had their Elden Ring moment". Let it be stated in clear and certain terms: Nioh 3 - a great videogame - isn't fit to even crawl in the shadow of Stormveil Castle, nevermind the entirety of ER's epic world.
That was certainly Nioh 3's intention though, the devs apeing FROM, going for their own "open-world moment" for the series. The thing I loved about the previous two games was how they set themselves *apart* from FROM, primarily in their mission based structure. When I played the demo of Nioh 3 a few months ago I immediately felt they lost a special something and the promise of these large, fully explorable environments simply wouldn't make up for it. I wish what I felt then didn't turn out to be true now.
One of the highlights of Nioh 2 was that each mission truly felt unique and it's own self-contained world. Each level had a beautiful visual variety, foggy graveyards with blooming red spider lilies, a burning village and temple in the dead of night, a winding mountain path at sunset, a flooded town, toxic caves, cheery blossoms blowing in the wind and on and on and on.
Nioh 3 has a much more uniform visual identity. You're in snow world and wherever you go 95% of it will look exactly the same. Now you're in corrupted Kyoto, 95% of the map will have this dark purple aesthetic and nothing else. It's a shame really and there wasn't a single location that inspired or made me say "wow". Moreover, Nioh 2 did something clever with it's side missions where you would replay a map but it would always be under new lighting/weather conditions, starting/ending at a different point making it all feel fresh again. Alas, that barely exists here, Khazan took that idea from Nioh 2 (along with many others) and ran with it.
Where Nioh 3 eclipses it's predecessor is undoubtedly in it's combat and the myriad options it gives the player to engage the enemy. I've already commented on the brilliance of the form shift system but it bears repeating. I mostly favoured the swift, evasive play style of the Ninja but both forms feel great with an ungodly amount of weaponry to experiment with, it is impossible to not find at least one weapon type you absolutely fall in love with but honestly it will most likely be multiple. Everything feels great and the way you fight can be super simple or fighting game levels of complex, the tools are all there, it's up to you. DualSense haptics do the battles a great service by making you feel the impact of each hit, combat truly sings.
Visually we have what looks like a PS4 game and not a late generation one either. While it's hyperbolic to say it looks like a PS3 game there *are* certain textures that are straight out of that generation which - at this point in time - really have no excuse for being there. Thankfully the game run flawlessly on my Pro and I can easily overlook average visual fidelity if the game is good. OST is OK, nothing particularly memorable except maybe the hub music but not even that comes close to some of the tracks you'd hear in some of the genres best games. That does bring up the question though, is this *really* still a Souls-like? The answer is not so clear.
A couple of pages back I wrote this feels more like a character action game and indeed that feeling persisted throughout. I said the game was ridiculously easy and indeed there are a whole bunch of posts in this thread saying the exact same thing. Actually, most calling it "piss easy". Nioh 3 loses any sort of tension, danger and feeling of overcoming all odds that are hallmarks of the genre and ever-present in the previous two titles. It does retain the other Souls tropes of resting to refill resources/respawn enemies, dropping Souls upon death, opening up shortcuts etc. As such, it sits as a sort of weird hybrid which isn't necessarily a *bad* thing but I personally prefer what was already established. Some might say it's hard to get the balance right because of the open-world nature. Funny, Elden Ring didn't have that problem...
Obnoxious amounts of loot are still here, I suppose I was playing my own self-inflicted Hard mode by only checking/changing gear every 10-15 hours (and *still* found it super easy). The enemy orb system makes a welcome return, essentially Nioh's version of summon spells, lots to have fun and experiment with. Guardian Spirits are always a good time though I remember Nioh 2 having more of them overall despite Nioh 3 ostensibly being a bigger game. There were a handful of cool boss battles but yet again [STARTING TO SOUND LIKE A BROKEN RECORD, EVERYONE CAN FINISH THE SENTENCE FOR THEMSELVES] and enemy variety/recycling leaves a lot to be desired, there are literally *thousands* of yokai to draw from in classical Japanese texts so really the only explanation is dev laziness.
I enjoyed Nioh 3, I enjoyed it quite a lot but I'm always going to keep it real. Nioh 2 still holds the series' crown and although Nioh 3 is better than Wo Long I still expected more. I'm curious to see where the series goes from here. Story is another weak point and the fact is this mixing of real Japanese history with fantasy is starting to feel a bit stale. Whatever it is I will be there day 1 as I have with all previous titles, I just hope Team Ninja goes back to the drawing board and gives us something truly inspiring based on the solid combat foundations the series has set, I *want* to see them (and other devs) truly stand shoulder to shoulder with FROM's best, we just aren't there yet.