The Nioh series has occupied a special place within the soulslike genre for almost a decade. While FromSoftware defined the foundation of slower, methodical combat, Team Ninja built its own identity — faster, more technically demanding, and heavily focused on deep system builds and mechanics. The third sequel comes as a culmination of that approach: it doesn't try to change the formula, but to expand and polish it.
Iako imam dosta iskustva sa soulslike igrama, s Niohom sam se ranije tek površno susreo, pa je Nioh 3 za mene svojevrsna ulazna točka, nemajući skoro ikakvog saznanja o događajima prethodna dva naslova . Nakon prvog potpuno dovršenog svijeta i otprilike četvrtine kampanje, dojam je vrlo jasan — riječ je o najpristupačnijoj, ali i najispeglanijoj verziji serijala do sada, gdje mi je prethodno nepoznavanje priče je minimalno utjecalo na ukupno iskustvo. I ne, ne zbog toga što je priča toliko dobra. Već jer igra odlično funkcionira i bez da se na istu obraća pretjeranu pažnju.
Developer: Team Ninja
Publisher: Koei Tecmo
Platforms: PC, Xbox Series X/S, PlayStation 5
Release date: February 6, 2026.
The platform on which the game was tested: PlayStation 5
Starting price: 79.99 euros
Premise and narrative framework
Radnja spaja povijesni Japan s nadnaravnim elementima folklora. U središtu je širi sukob u kojem se političke intrige i ratovi isprepliću s pojavom nadnaravnih te (uglavnom) monstrumsko-krvoločnih yokai bića, a protagonist postupno ulazi u sve kompleksniju mrežu događaja, uhvaćen između ljudskih i yokaiskih pretenzija na moć. Tu neće izostati ni putovanja kroz vrijeme i slične scenarijske zavrzlame, unutar kojeg će mnogi platiti glavom – tim više jer Vaše oružje ne diskriminira kad treba sasjeći percipiranu prijetnju – bila ona ljudske ili yokaiske naravi. Lik je onakav kakvim ga napravite kroz početni character builder, gdje zaista imate slobodne ruke za provesti nepreglednu količinu vremena da prilagodite ogroman broj fizičkih traitova (osim onih X-rated naravi:) Kreirani lik se kao takav tad uredno i vjerno pojavljuje u svim cutscenama, gdje budi rečeno iako nije potpuno mute – u 25 sati igre mislim da je izrekao 4-5 rečenica – većinu igre je sveden na ulogu iznimno tihog introvertnog promatrača koji ipak najrađe s okolinom komunicira krvavim zamasima odabranog oružja. Ne bih rekao da je to nužno loše rješenje – svakako nije neviđeno – no ubija ponešto imerzivnost kad gledate samo nepregledne likove koji ispred Vas iznose svoje monologe, a Vi ih u tišini promatrate poput gluhonijemog intelektualca ili zamišljenog teleta – prepuštam protumačiti prema vlastitim afinitetima.
Što se cutscena tiče, za ovaj žanr igre ih je nemalo te su napravljene na solidnom in-game engineu, upoznajući s brojnim, no (bar za first timer igrača?) ne uvijek baš prepamtljvim i preupečatljivim likovima. Da se bude fer, likovi su popraćeni dosta opširnim tekstualnim opisima kroz dodatne menije, u izradi cutscena se također dalo truda – pa se svakako ne može reći da je priča čisti privjesak igri. Ipak, iako priča kao takva daje dobar kontekst i motivaciju, pogotovo ako ste ljubitelj tradicionalnog Japana – rekao bih da je gameplay ipak onaj koji biva glavni nositelj iskustva.
Evolution of the formula — open world with a mission backbone
Nioh 3 prelazi na open-world strukturu s free-roam karakterom. Područja su velika i zamišljena kao prostori za istraživanje i “čišćenje mape”, što ponekad može djelovati pomalo generički, ali zahvaljujući dinamici borbe -rijetko postaje zamorno. Tako nikad ne znate koji zanimljivi sporedni boss ili Crucible izazov s višestrukim enemyijima može biti iza ugla, ne tako daleko najboljoj Elden Ring maniri.
A i bossevi/enemyiji na stranu – istraživanje ima i konkretnu funkciju: Kodame povećavaju broj dostupnih eliksira i daju pasivne bonuse, Jizo statue pružaju trajne buffove, dok leteći Chijikoi otključavaju dodatne nagrade i izazove – da nabrojimo tek neke od glavnih kolekcionarskih bića i predmeta s kojima ćemo se susretati. Što se više istražuje, igra eventualno otkrije sve više elemenata istraživanog područja, s okvirnom oznakama lokacije i upoznatosti s područjem. Međutim na igraču ostaje da prokuži kako nečem točno doći ili gdje se unatoč okvirnoj lokaciji nalazi, što nije uvijek jasno na prvu. Sve to, ovisno o raspoloženju i afinitetima prema istraživanju, može pružiti sasvim ugodnu dozu razmišljanja i problem solvinga, nagrađujući znatiželju i rezultirajući boljim itemima i sposobnostima na kojima ćete biti zahvalni kad naiđete na nekog mukotrpnijeg bossa.
In addition to free exploration, the classic mission structure has been retained. Missions can be selected from the menu and replayed in modified versions with new enemies and conditions, which further extends the game's lifespan.
Combat — technical precision and spectacle
The combat system remains the game's greatest strength. It's deep, fast and extremely fluid, and the ability to instantly switch between two builds introduces an additional tactical layer.
Vrlo je zanimljivo da samo pritiskom R2 kontroler gumba mijenjate između Samurai i Ninja builda – koji ne samo da ima drukčije oružje, što je često rješenje unutar igara žanra. Dapače, tim pritiskom gumba dobivate i mogućnost POTPUNO drugačijeg builda – sa skroz različitim armorima, amuletima i svime što ide. Praktički kao da u tipičnoj soulslike igri napravite Strength te Dexterity build, s potpuno drukčijom opremom i oružjem. A onda da imate mogućnost doslovno instant izmjenjivati između jednog do drugog builda unutar same borbe pritiskom gumba, ili ih zahvalno sinergijski kombinirati – ovisno kako procijenite da je za bilo kojeg enemya ili bossa – ovisno o njegovoj brzini i konstituciji najprimjerenije . Bilo jednostavno kakve ste trenutno volje za igru – leže li Vam više sporiji odmjereni udarci širokim rasponom težeg oružja. Ili pak pregršt slabijih no iznimno brzih i tečnijih udaraca.
Dodajte tome čak 7 Samurai odnosno 8 Ninja različitih povećih skill treeova za svako posebno tipsko oružje – koje nadalje dolazi kustomizacijom s nizom podvarijanti – uz standardni Samurai i Ninja skill tree – imate more mogućnosti da učinite svaki prelazak bar donekle posebnim, jedinstvenim iskustvom.
Za koju god se kombinaciju odlučili, gdje odabir ovog autora leži u sinergiji oba builda (trenutno Odachi veliki mač i brzopotezne Kandže) s brzim izmjenama – u najboljim trenucima borba poprima gotovo stilizirani, spektakularni karakter: deflektirajte udarce Samurai stilom, napunite Guardian Spirit Skill napadima i isporučite jači među-combo, dočekajte crveni neobranjivi napad pravovremenim udarcem za lom enemya guarda – a uslijedite izmjenom u Ninja build, gdje brzo dodgeate iza leđa enemya slomljenog guarda i isporučite rafal backstab udaraca povišenog damagea – da navedemo tek jedan od niza mogućih scenarija. Kad se napokon sustav ovlada – što bih rekao da je za novopridošlicu u igru unutar prvih 5-10+ sati, sve više počinje biti nalik borbenom plesu nego klasičnom soulslike nadmudrivanju. Igra često daje osjećaj potpune kontrole i moći, što je rijetkost čak i unutar žanra.
Boss fights can initially take several hours until the mechanics click, but for players familiar with the rhythm of the genre, the process goes significantly faster. Once the pacing is mastered, combat becomes extremely satisfying.
Who are the culprits on duty? Variety of enemies and artificial intelligence

Some good-natured fellows.
Nioh 3 nudi vrlo širok raspon tzv. mobova koji će pokušat stati na put između Vas i ostvarenja cilja – od ljudskih protivnika i vojnika različitih stilova borbe do brojnih yokai bića s potpuno drugačijim obrascima napada. Ta raznolikost osigurava da susreti rijetko djeluju monotono, jer svaka vrsta neprijatelja traži drukčiji pristup — od strpljivog čitanja napada do agresivnog pritiska ili preciznog upravljanja Ki resursima.
Artificial intelligence in open combat works quite solidly. Enemies know how to punish excessive aggression, use their own abilities at the right moments, and often create a sense of tactical competition, especially in larger groups or elite encounters. An additional layer of challenges is brought by the so-called Master opponents that appear in certain regions as a kind of mini-boss encounters. They have more complex movesets and greater endurance, so they serve as a test of the player's current readiness and break up the rhythm of standard fights well.
In addition to these, the game occasionally offers Crucible battles — closed arenas where the player is faced with waves of enemies or particularly demanding encounters under specific conditions. These sequences function as pure gameplay challenges, often focused on stamina, space control and build optimization, so they act as a welcome change of pace and an opportunity to check progress outside of the classic mission structure.
Stealth segmenti predstavljaju zanimljiv kontrast. Neprijatelji ponekad reagiraju sporije ili uopće ne primijete eliminacije i krike unesrećenog koji im se dolazi ni na metar-dva udaljenosti , što može djelovati nerealistično i razbiti imerziju. S druge strane, upravo takav pristup može se promatrati i kao dizajnerska odluka koja igraču daje prostor za predah i lakše planiranje susreta – nemalo sličan onome što smo mogli vidjeti u velikanima žanra poput Sekira. Ovisno o očekivanjima — traži li netko realističnu simulaciju ili gameplay koji povremeno “popušta” — ovaj element može djelovati i kao mana i kao prednost.
Ultimately, the variety of opponents, additional challenges such as Master encounters and the Crucible arena, and sufficiently competent AI make the fight dynamic and unpredictable, which further emphasizes one of the game's greatest strengths.
Mobility and a sense of control
Character movement in Nioh 3 feels fast, precise and very responsive, which is crucial for a game that relies so much on timing and positioning. Basic actions such as sprinting, dodging and quickly changing direction are performed fluidly, so the character always feels in complete control, even in more chaotic fights.
The game also brings greater verticality compared to earlier sequels, with the ability to jump, climb certain structures and move faster through more open areas. This not only facilitates exploration but also adds a tactical dimension to combat, as positioning and space control become even more important.
Animations are smooth and clearly connected to input, so movement never feels sluggish or imprecise. It is this combination of agility and legibility that gives the movement a feeling of "heaviness without sluggishness", which further enhances the overall feeling of control over the character and makes every fight more dynamic.
Customization and loot — freedom with a price

Tipično netipičan Level Up Atribut meni. Pro Tip – Stamina NIJE ono što je u drugim igrama Stamina. To je ovdje Ki. I za to gledajte više u pravcu primarno Heart, a sekundarno Intellect odjeljka.
The depth of customization is one of the trademarks of the series. Weapons, armor sets, skills and modifiers allow you to create completely different builds, and from the beginning there is also a very rich character builder that allows for great aesthetic diversity.
S druge strane, količina loot-a može biti u najmanju ruku rečeno “overwhelming”. U igri postoji na tisuće itema – samo pri kraju prvog chaptera imao sam preko 1200 od 2000 itema, skupljenih samo kroz istraživanje bez ijedne jedine kupljene stvari – i nije uvijek lako procijeniti što je doista vrijedno zadržavanja.
Sustav klasifikacije rijetkosti itema bojama i opcija automatskog “offeringa” slabije opreme pomažu, ali povremeno upravljanje inventarom ipak uspori tempo i postane psihički ponešto zamorno – bilo da ga konvertirate u sirovinu za izradu jačeg oružja, armora i ostalih itema.
Attribute system and character development
Character development in Nioh 3 is based on clearly defined attributes that directly shape the play style and pace of combat. Constitution increases maximum HP and overall stamina, while Heart affects the amount of Ki and effectiveness of ranged combat. Stamina determines maximum equip load and resistance, allowing heavier armor to be worn without losing mobility. They additionally shape the offensive dimension Strength, which increases Ki damage and the effectiveness of heavier blows, and Skill, which improves the performance of combat techniques and Ninjutsu abilities. On the other hand, Intellect accelerates the recovery of Ki and extends the duration of magical effects, while Magic directly increases the power of spells. The combination of these stats allows for a wide range of builds — from durable fighters and hybrid styles to agile or magic-oriented characters — and the way points are distributed has a big impact on the pace and approach to each fight.
Ki je budi rečeno ono što je u drugim igrama oznaka za staminu – odnosno resurs potreban za bilo kakve napade, izmicanja i sl. – koji ukoliko vam izmanjka, igrač je primoran pričekati da se nanovo napuni, u tim trenucima se ranjivo izlažući potencijalnim napadima. S tim rečenim, za igrače koji dolaze iz drugih soulslike igara, izravni Stamina atribut je dosta varljivo u Niohu 3 nazvan Heart. Dok pod samom Staminom leži atribut odgovoran za težinu koju možete nositi prije nego potpadnete pod razred sporijeg kretanja – što je u drugim igrama obično obuhvaćeno oznakom Endurance. Pa imajte to na umu prije nego 10ak levela upumpate u Staminu, pa se pitate kako to da i dalje Vam se lik uspuše nakon 2 udarca, no eto, bar se čini da nekako nema problema s nošenjem teže opreme 🙂
Mobility and a sense of control
Character movement in Nioh 3 feels fast, precise and very responsive, which is crucial for a game that relies so much on timing and positioning. Basic actions such as sprinting, jumping, dodging and quickly changing direction are performed fluidly, so the character always feels in complete control, even in more chaotic fights. Increased verticality, along with jumping and easier handling of the terrain, additionally contributes to the dynamics of exploration and combat.
On the other hand, the movement system also has a few limitations that can occasionally get in the way. The character cannot swim, so falling into the water or outside the intended limits automatically results in returning to the last checkpoint. Such an approach is reminiscent of older design philosophies and can be somewhat irritating, especially when it is not always clear whether a certain surface is intended for movement or just a visual part of the environment.
Unlike some games in the genre, like Axe, where falling usually returns the player to a safe surface with a penalty of lost health, Nioh 3 takes a stricter approach. On the one hand, this increases caution and the sense of risk, but on the other hand, it can create frustration in situations where navigation is less intuitive.
Dizajn nevidljivih zidova također nije savršen — povremeno se može naići na granice koje nisu potpuno logične iz perspektive igrača. Ipak, takvi trenuci nisu česti (definitivno ne toliko česti kao u primjerice Wukongu, gdje bih rekao da slove za glavni dizajnerski prigovor) i rijetko ozbiljnije narušavaju tempo igranja. Ukupno gledano, mobilnost je vrlo dobro izvedena i podržava brzi tempo borbe, ali povremena ograničenja podsjećaju da igra ipak stavlja prioritet na kontrolu i balans/(polu)linearnost različitih područja ispred potpune slobode kretanja.
Feline beings and Spirit Guardians — a folkloric contrast of brutality

The prized Japanese-style Puss in Boots.
Among the many more serious and often rather brutal elements of the world of Nioha 3, the cat-like creatures inspired by Japanese folklore, especially the legends of nekomata and related yokai variations, stand out. Their presence provides an interesting tonal contrast — while most of your time is spent in tense and brutal combat, encounters with these creatures bring a touch of warmth and playfulness to an otherwise dark world.
Besides the aesthetic role, these creatures also have a smaller gameplay function, either through small rewards, buffs or simply as a short break between intense skirmishes. It is this rhythmic departure from the constant tension that makes them a cute addition that will especially please cat lovers (at least specific versions of cats, but as we know, All Cats Are Beautiful).
The folklore aspect of the game is further expressed through the Spirit Guardians — supernatural beings who act as a kind of spiritual companions for each character. They are not only visual symbols, but also a mechanically important part of the combat system, as they provide passive bonuses, special abilities and additional options at key moments of combat. In the narrative sense, they function as an extension of the character's identity, while in gameplay they represent another layer of personalization and tactics.
Together, the feline creatures and Spirit Guardians highlight one of the more interesting dimensions of Nioh 3 — the game's ability to balance brutal action with folkloric mystique. That contrast not only enriches the world, but also gives the experience an extra personality that sets it apart from many other titles in the genre.
Music and sound
The music is signed by the internal composition team of the Team Ninja studio in cooperation with long-term external arrangers who also worked on earlier titles, so the soundtrack retains the recognizable identity of the series. It is based on a combination of an orchestral film score and traditional Japanese instruments such as shakuhachi, koto and taiko drums, thus emphasizing the historical ambience with a mystical note.
During exploration, more subtle, ambient compositions that create a sense of space and light tension dominate, while battles — especially boss encounters — transition into stronger, rhythmically emphasized compositions with prominent percussion and strings. It is this dynamic that makes the soundtrack very functional because it clearly follows the intensity of the gameplay.
Zvučni dizajn dodatno podupire doživljaj: udarci oružja, efekti skillova i reakcije razjarenih neprijatelja imaju jasnu težinu i čitljivost, nemale gameplay mehanike poduprte su zvučnim signalom, pogotovo parry i burst napadi, pa audio komponenta ne služi samo atmosferi nego i izravnom podcrtavanju gameplay iskustva, što je u ovakvoj igri iznimno važno.
Visual style and performance on PS5 Pro
Nioh 3 koristi unaprijeđenu verziju internog Team Ninja enginea razvijenog na temeljima tehnologije korištene u Nioh 2 i The Rise of the Ronin, s dodatnim optimizacijama za aktualnu generaciju hardvera. I dok se Roninu kao naslovu 2024. mjestimično prigovarala određena zastarjelost grafike, od ne baš uglednih tekstura i nenadahnutih likova, kao i grafički nenapučeno izvedenom otvorenom svijetu – Nioh 3 kao da je iz toga uzeo određenu pouku i sve bar ponešto “nabrijao”:
The visual pipeline relies on modern physically based rendering (PBR), dynamic lighting and advanced post-processing effects such as volumetric fog, motion blur and real-time reflections. Especially the particle effects and shaders for energy attacks come to the fore, which give the fight a distinct visual dynamic without losing legibility.
Na PS5 Pro igra koristi poboljšane rezolucijske profile i stabilniji framerate u odnosu na osnovnu verziju, uz vrlo konzistentan frame-pacing tijekom gameplaya. Padovi frameratea su rijetki i najčešće vezani uz zahtjevnije cutscene. U otvorenim područjima povremeno se može primijetiti texture pop-in – teksture koje se u trenu mijenjaju iz niže u višu rezoluciju, na svoj način kao da se izravno učitavaju igraču pred očima – što za izbirljivo oko zna biti ponešto iritantno. No istini za volju, riječ je o manjim pojavama koje ne utječu na igrivost, a tek u manjoj mjeri utječu na generalno solidan vizualni dojam, a i teško je na hardveru PS5 konzole, čak i Pro inačice, naći high end open world igru koja je u potpunosti pošteđena navedenog fenomena.
Overall, the technical performance does not aim exclusively for maximum visual realism, but clearly prioritizes responsiveness and performance — which, in the context of a demanding combat system, is a logical and successful design choice.
Trajanje i količina sadržaja – CooP PvE minus PvP
Već nakon prvog svijeta jasno je da se radi o ogromnoj igri. Za detaljno čišćenje tog svijeta, uključno s nizom njegovih potpodručja, utrošio sam dobrih 20ak sati. Trenutno sam na početku drugog svijeta koji se čini samo nešto manjim, a nakon kojeg slijede još dva svijeta. Dakle ako je suditi po dosadašnjoj projekciji, ukupno trajanje bez problema bi moglo iznositi 80-100 sati igre za igrače koji vole istraživati svaki kutak, a posebice oni skloni platinama. I to sve govoreći isključivo za prvi prohod.
Za fokusiraniji pristup kampanji, procjene govore o otprilike 30–50 sati za main story. Naravno, trajanju igre pridonijet će i Vaša sposobnost u kojoj se mjeri dobro nosite s određenim bossevima, što u slučaju ako zapnete određene dionice može učiniti osjetno dužima. Opet, ukoliko Vam nije ispod časti, imate i mogućnost kooperativne igre s drugim igračima – bilo da želite pomoć protiv standardnih mobova, bilo bosseva.
Jedan od elemenata koji bi dio igrača mogao smatrati nedostatkom jest izostanak klasičnog PvP moda. Kao osoba koja samo u Elden Ringu ima preko 600 sati PvP iskustava – od duela, arena te otvorenog invader često 1 vs. 3 ganker nadmudrivanja – svakako bih i sebe mogao ubrojiti u tu skupinu igrača. Te s obzirom na dubinu Nioh 3 borbenog sustava i raznolikost buildova, kompetitivni okršaji na papiru djeluju kao logičan dodatak koji bi mogao produžiti životni vijek igre.
It is interesting that the first Nioh had a certain form of PvP, but that segment never caught on in the wider community. Balance issues, differences in builds, and the general focus of players on PvE content have resulted in PvP remaining a sideline without much impact on long-term popularity.
In that context, to be fair, Nioh 3's decision to leave out PvP entirely seems like a conscious design choice. The focus on single-player and cooperative experiences allows developers to build systems without compromising competitive balance, resulting in cleaner and more coherent gameplay.
Vjerojatno su time smanjili i nerijetko dosta toksičan broj zajednica koje idu uz izravno PvP soulslike iskustva, gdje se ovaj autor kroz Elden dane u inbox konzole nadobivao hate poruka od gorko poraženih suparnika s morem opravdanja i optužbi za svoj svježi gubitak. Tako da, izostankom PvP-a se ipak više njeguje duh igračkog zajedništva nego razdora. Gdje su developeri čak i uveli zanimljivo rješenje online igre, da na području smrti nekog igrača možete pronaći njegovu inačicu s okvirnim opisom levela, oružja i kako je točno umro – nakon čega možete summonati njegovu crvenu inačicu da ju porazite. Njime će upravljati inteligencija igre i dobit ćete dio njegovih itema. No eto, neće Vam bar slati hate poruke u inbox nakon što ga porazite.
Weight and accessibility
Nioh 3 stays true to the series' reputation as a demanding action RPG, but the way it approaches the challenge seems much more balanced than in previous installments. The game does not lower the difficulty in the classic sense, nor do you have a choice of difficulty, but makes it more readable and fair, with clearer rules and more flexibility in the approach to combat. And if you can't get through something, you have the help of other players available through CO-OP.
Rekavši da nisam igrao prva dva dijela, upitao sam kolege koji jesu, a ujedno su odigrali ovaj treći dio, da mi daju svoje mišljenje. Ovo bi bi bilo njihovo sumirano iskustvo: u usporedbi s prvim Niohom, koji je često znao biti izrazito nemilosrdan i ponekad kažnjavati igrača naglim skokovima težine, treći dio djeluje konzistentnije. Susreti su bolje strukturirani, a napadi neprijatelja jasnije telegrafirani, pa porazi rjeđe djeluju frustrirajuće. Nioh 2 je već napravio korak prema boljem balansu, ali je i dalje znao biti vrlo zahtjevan u kasnijim fazama zbog agresivnijeg dizajna neprijatelja i kompleksnijih sustava.
Nioh 3 goes a step further and brings perhaps the most natural learning curve in the series. Early bosses for newer players can still take an hour-two-three+ until the mechanics click, but once a player has mastered the basics — resource management, combat pacing, and use of builds — progress becomes very tangible. It is this clarity that makes the game more accessible without losing the challenge.
Series veterans will still find encounters challenging enough, especially in later stages and optional content, where a thorough knowledge of movesets and build optimization is required. But unlike the first part, where weight sometimes acted as a barrier, here it acts as a natural part of the learning process.
Ultimately, judging by my colleagues, Nioh 3 strikes the best balance in the series — maintaining a solid level of challenge, but presenting it in a way that's more transparent, fair, and accessible, making it the most mature iteration of the system yet.
Conclusion
Already after the first twenty hours, Nioh 3 leaves the impression of a game that knows exactly what it wants to be — and achieves it with exceptional certainty. Team Ninja did not try to radically redefine the series, but upgraded it in almost all key segments: the combat is more flexible and spectacular than ever, the world structure offers more freedom, and the character development systems offer enormous depth without losing readability (at the cost of some initial confusion).
From the perspective of someone who is seriously encountering the series for the first time, perhaps the biggest surprise is how quickly the game manages to "click". Despite its complexity and reputation for being demanding, Nioh 3 communicates its rules very clearly and constantly rewards learning. Any progress — whether it's mastering boss mechanics or optimizing builds — feels tangible and motivating, making the experience highly addictive. In the days after the job was done, I found myself dragged down by the game to the point where only the low battery indicator on the previously fully charged controller alerted me to how long it had been since I started the session.
Of course, there are compromises. Open-world activities can sometimes slip into repetitiveness, and the amount of loot can seem overwhelming and slow down the pace. But these elements rarely overpower what Nioh 3 does best — providing a deep, technically precise, and immensely satisfying combat system.
In the broader context of the genre, Nioh 3 acts as the culmination of the philosophy of the series and one of the safest, most mature soulslike titles in recent years. As an entry point into the series, it feels like a game that's both accessible enough for new players, but deep enough to keep veterans engaged.
If the rest of the campaign maintains the level of quality seen in the first quarter of the game, it's hard to imagine the final impression being anything but overwhelmingly positive — and it's very likely that Nioh 3 will go down as one of the most memorable action RPGs of the year, and possibly beyond.
Rating: 4 / 5
Advantages
- extremely deep and fluid combat system
- high level of character mobility, both in the game and on the map
- great flexibility of builds and playstyles
- huge amount of content and good value for money
- solid technical performance on the PlayStation 5 Pro
- striking visual style and strong presentation
- the most polished and accessible version of the formula
- specific cat-like and other charming creatures
Disadvantages
- The loot system can be overcrowded and require frequent inventory management
- part of the open-world activity can act repetitively
- the lack of swimming, where falling into the water results in instant death, sometimes impairs immersion
- the story is interesting (if you are fans of Japan), but sometimes generic and not the main motivator; the protagonist is not completely mute, but most of the time the de factor is, and it does not contribute to the immersiveness
- for those who are looking for the ultimate combat realism supported by superior enemy artificial intelligence, they will not find it in the stealth sections under any circumstances;
- sitnije tehničke nesavršenosti – manji padovi performansi u cutscenama, texture pop u otvorenom svijetu
A copy of the PlayStation 5 version of the game was provided by publisher Koei Tecmo for review purposes
