
What I didn’t use in the game might not have even been there at all, out of 20 support items I kept the same four with me the whole game. Developer Lince Works leaves it entirely up to you, and it feels like I need to use these items I personally don’t think I need to justify them being there, and it shouldn’t be up to the player to justify a mechanics existence. To give another example, while stealth focused games like Hitman also offer a wide variety of options the player is meant to be creative with, developer IO Interactive provides specific challenges and puzzles which push you to use the items and mechanics they developed for the game in creative ways, then opens the door for you to use them in an even more unique way across the game. The AI is a whole other discussion entirely however, which we’ll get to later. You barely need to do anything different from the last time you were there, despite being further into the story and after a certain point, facing off against enemies who are supposed to be more difficult than the ones at the beginning of the game. It’s partly why the levels begin to feel so monotonous. I understand the point is to present the player with a myriad of options and allow them to be creative, but there’s truly no incentive to use any support items or special attacks and skills other than your creativity.
ARAGAMI REVIEW UPGRADE
The aforementioned ability to be invisible for a few seconds immediately after performing a shadow leap or roll was truly the only upgrade I actually needed in the game, and it just never sits right with me that so much of a game’s mechanics can be ignored so easily. The abilities you can unlock are definitely cool, and can be helpful in combat, but I never felt drawn to use anything other than the Whisper ability, because the actual stealth gameplay to be found within Aragami 2 is anything but complex. But ultimately the biggest deterrent to unlocking everything in the skill tree is the fact that you unlock skill points fairly slowly, and many of the abilities you can get through the tree cost two points at a time, rather than one to unlock it and one to upgrade. It’s evident that there’s enough skills that you’re unlikely to earn all of them in a single playthrough, which does add a flavour of perfecting your build if you only intend to play the game once. You upgrade your skills via checkpoints, and a new level of skills will unlock automatically as you progress in the story.

It makes for a very fun mechanic to use throughout and allows for especially creative tactics since the invisibility gives you the freedom to move throughout more of the playing area rather than sticking to bushes and dark spots. Your shadow leap technique and shadow roll are invaluable to the game, especially when combined with the ability to turn invisible for a short period immediately after performing either action. Your connection to shadows runs deeper in Aragami 2, since you literally are shadow and can move through it. You Simply Adopted The Dark, I Was Molded By Itĭarkness and shadows go with every stealth game, since the coolest and most classic way of sneaking up on an enemy can simply be hiding in a creatively dark spot. It was almost heart-breaking because like I said, I did like the narrative and there were even some NPCs that I thought were quite charming, but even with that if I wasn’t reviewing it, I wouldn’t have made it to the credits. Everywhere felt like the same across what looks to be on the map a large country, and it served to make every level feel more just like part of a continuous blur. Areas didn’t really feel distinct either, with a lack of major identifying landmarks hampering any chance to make these locales seem anything close to memorable. The problem is, you only play through the same few maps again and again throughout the game, and each return to the same array of ledges, tall grass and chest high walls among a sprawling square in front of a pagoda began to feel so similar it was driving me insane. The story is broken into nine chapters across 50 levels.

The stakes works well to add a deeper meaning to each triumph with thoughts of each villager back home, counting on you to help them become whole again. The narrative itself is actually interesting, with the story at its core being about a cursed people doing their best to survive, with the hope of restoring all their souls weighing on you.
